I actually missed the quick-start guide, but unfortunately it didnt help me… Textures and materials are the second step, right now im trying to get the level imported correctly. Whats happening though, is far from that: There are meshes all over the place and I would have to manually delete some to ‘restore’ the level. But surely there is something im missing or a better way?
By the way, I just have a .vmf file, I cant find a folder (with cs go) that contains materials for the map, like the quick-start guide mentioned.
As I said, you need to first export the materials (and models) directory yourself from the game’s vpk files with another tool like GCFScape, then point TextUEr (and PropUEr) at that directory.
The UV texturing information of Source (and Quake) maps is calculated using the material dimensions, so HammUEr needs to be able to find them in your content folders when trying to import one, which is why importing textures and materials is the first step.
The “meshes all over the place I’d need to manually delete” are probably skybox and various collision and other volume brushes, which would/should have been set as nodraw once the actual textures and materials were imported and HammUEr can find them.
Allright, i’ve managed to extract some materials and models, now i found another problem: all maps in CS GO are in the .bsp format, did they change that recently? I’m currently trying to get an older map file to import, which is included with the CS GO SDK, but im not sure how well it will work, since the map is outdated, but im using the current vpk files.
Also, the editor tends to crash when trying to import a large number of materials/props at once.
EDIT: PropUEr doesnt properly refresh the prop list when choosing a new source folder and clicking get list of items, when there is already a list displayed. In case this has been said before, im sorry
BSPs are processed and compiled maps. HammUEr only reads map source files (vmfs for source/maps for Quake/Doom), so you’re going to have to use a bsp decompiler.
Note that what they produce is usually not perfect.
How much memory do you have?
You’re importing gigabytes of data in one go, and there’s some memory freeing issues.
Definitely make sure “generate thumbnails” isn’t checked to sort of mitigate it.
If you don’t have 8+gigs of ram, you’re probably better off splitting up the source directory in a couple of them and importing those in turn, closing the UE editor after every import.
blinks I just re-checked this, and it should?
What version are you using, for which version of UE?
Thanks, ill give that a try. Better to have something not perfect than nothing at all to begin with.
Sorry, i must be retarded, but i cant find the tumbnail option but im running 32GB RAM, so i dont think it should be a problem. However, I figured out that a certain subfolder keeps crashing when trying to import, so it mightve been that instead of the amount.
I’m running 1.5 for 4.12.5, maybe you fixed it in 1.6 preview?
Oh, yeah, that’s probably it. The 1.5 code is like, 4 months old by now.
I don’t remember CSGO crashing on material import here, but it’s been months since I did it. Which subfolder is it?
The thumbnail option is new in 1.6 as well. You might want to update to the latest version, “HammUEr 1.6 preview for 4.12 (D3 ASE & LWO)”.
Ignore the “preview (D3 ASE&LWO)” bit of the name, that’s mostly for the Doom3 & Quake3 stuff that still needs testing.
Allright, after importing almost all props and materials from the vpk files, it looks a LOT better Not perfect, but enough to give me an idea of the dimensions.
About .bsp files: Ive opened them with GCFScape, just like the steam dev site you linked suggested, but all i see are a bunch of .lmp files. What do i do with these?
Use GCFScape to extract the bsp from the VPK file, then switch to one of the actual decompilers like bspsource of vmex for the actual bsp conversion to map.
A 4.13 build of a very very early alpha release of 1.7 is up, which includes early source func_instance support for testing, among a few other minor things.
You should be able to open Q3/D3 GTKRadiant/DarkRadiant maps and import jpg/tga textures and mtr/shader files.
(Note that shader/mtr support is still somewhat wonky, but should work)
Hi, a long time user of Hammer here. I would like to purchase this product but I have a question first. Forgive me if you’ve already answered or explained this. I read through the post. If I want to import an entire vmf from Hammer into UE how are the brushes ported over if the selected import contains multiple(possibly thousands) of brushes? I think I read all non-textured faces are removed? After importing are the brushes editable individually? Also is it possible to texture using files from, for instance, GameTextures in Hammer and move them to Unreal while maintaining proper alignment as configured in Hammer?
-If you have thousands of brushes in Hammer you’ll get thousands of meshes in Unreal (but if your brushes are grouped, or are brush entities, it’ll be one mesh per group/brush entity)
-Faces textured with Nodraw are automatically excluded, you can also choose which other textures you want to skip entirely (e.g. it’s easy to not import skip/hint/trigger brushes)
-the brushes are placed in the level as StaticMeshActors, so they’re editable to the extent that any static mesh is
-whatever textures you use in Hammer can be ported with the same UVs they had in Hammer
Currently implemented as actual material switches are $selfIllum as $selfIllum and WorldVertexTransition as WorldVertexTransition.
$alphatest changes blend mode to BLEND_Masked, $translucent changes to BLEND_Translucent and $decal uses a separate Deferred Decal material.
If more people are interested and need more than just the masked change, I could add code that makes it look for switches with the same name as some vmt parameters?