Hey , impressive plugin
Can you tell me what am I doing wrong?
I exported the vmf file with BSP source and the vtf files with GFCscape and… this happens (I’m using 4.13, the fresh installed 4.14 crashes when importing textures)
Uhhh… well, for one, none of your materials were assigned, it seems?
You did export vtf and vmt files with GCFScape and import them with the TextUEr tab, right? (just making sure, I’ve had users that thought it would happen automatically, somehow)
And… you didn’t import any props used in the map with the PropUEr tab it seems? (which is why there’s red question marks all over the place)
Anyway, grab the latest alpha 2 builds which have been confirmed as working 100% for both 4.13 and 4.14 (and which should take care of the rare 4.14 crash thing)
It worked: the updated plugin didn’t crash in 4.14. I didn’t export the props from day of defeat hence the problem.
Thanks for the quick response.
This is really cool! But does anyone know what’s the legal status of using this?
Gabe Newell says he doesn’t mind.
The plugin exists to import maps you’ve created into Unreal Engine. Nothing more, nothing less. It does not exist to help people commit intellectual property theft. It was created to help people that grew up with level editors, and have acquired skills there, to keep using them to create levels instead of forcing them to use the new and alien “a 3D program mesh for everything” way. The example screenshots mainly used games everyone knows because, well, I’m not an artist, and they showcase how easy it is to import a map from your favourite bsp based map editor (be it hammer, radiant, trenchbroom, j.a.c.k. or anything else) and have it look the same or better.
Yes, the plugin can import textures and static models as well (for people that created maps in the past and want to port them to their new game, because texture resolutions matter and aren’t listed in the map file itself), but it warns you for both that you can only use assets you own or have permission for (in the case of user texture packs like for themed map jams, for example, or if you’ve got an agreement for something like Portal Stories: VR) in any published project, and that you need to replace everything else because it would be illegal to do otherwise.
At a technical level, the plugin doesn’t do anything different than the various conversion tools for textures and models listed on the valve developer wiki, it just took out a couple of steps, and to import actual compiled maps, you still need to run them through a third party map decompiler first.
TL;DR: It’s not okay to use things you don’t own (be it textures, models, maps, sounds, or whatever else) and commit copyright violations, but then it never has been, and I’ve never claimed anything different.
Thanks for the quick and detailed response. I understand it isn’t legal to steal other people’s work, but I mean what about Hammer’s license? Is there something in there that forbids us from using it to make content for a different engine and sell it? Sorry if I sound negative, I’m just trying to be careful.
If you’re uncomfortable or unsure about using Hammer (although as Joe said, there is this reply, for what it’s worth), there are other mapping alternatives like J.A.C.K., GTK Radiant, TrenchBroom and probably others that should also be able to write file formats that are supported.
That’s great! I guess I should have read more into support for other file formats. You’ve got yourself another customer
Thanks for providing this awesome tool to the community.
You’re more than welcome!
Hey, i bought the software to support the developer.
Is there a way to make a direct contact? I would like to chat to solve my problems fast. I could provide tutorial videos in the future.
Cheers!
I am working on a game that has an old GoldSrc/Source look and I would absolutely love to do my map building in Hammer. Each brush becomes its own mesh if I understand correctly. Is this okay for performance? I would assume its pretty good since UE4 will automatically cull most of the geometry when it isn’t being used but I figured I’d ask anyway
Each brush or group becomes its own mesh, yes.
Shouldn’t be any problem for performance, normally (and you could always group more brushes together if really necessary).
[FONT=Franklin Gothic Medium]This was a triumph…
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I’m making a note here: HUGH SUCCESS!
And now that song is in everyone’s head…This tool just chews through work no matter what I throw at it
Big thanks to and congratulations on your own success, 'sir. Much deserved.
No, thank you.
It’s always nice to see/hear from a happy customer.
I absolutely love this plugin. Best purchase I have ever made!
Quick question however. Can you tell me how to fix these kinds of lighting issues? The lighting is going through the brushes
Depends on the brush
I don’t want to overstep the OP, but I think there is a backside material you can create to block GI off
Group the three brushes and texture the interior faces with nodraw
Hey, I’m all for users helping each other, as long as the information is right (as it is in this case).
This should take care of it.
If you’re using nodraw and have problems with a directional light shining through and creating weird shadows, make sure you tick “nodraw brushes have two-sided shadowing”.
Any way to scale map size while importing a map?
'cause after models been scaled while importing, they won’t be the same scale with the map
and vtf normal maps are going wrong, reflections are all rotated with these imported normal maps, and I don’t know how to fix it
great job btw