HammUEr, a Hammer/Worldcraft map importer for Unreal Engine

Thank you.
Map scale is adjustable on the configUEr tab, at the top. The tooltip gives a working value to scale default Source sizes to UE ones.
The normal maps thing is… weird, since I don’t do anything special or different with them (except the ssbump ones, which are deconstructed to a normal normal format).

I just figured out how to fix normal maps, thanks!

4.15.0 build up on both marketplaces.

COD radiant also uses prefabs and terrain patches. Here’s sample files including those items. Dropbox - BO3_AptMap_Prefabs_Terrain.rar - Simplify your life

I would like this to be supported please.

Yes, fine, I’m working on it.
Since I don’t own any of the COD games and thus no copy of COD radiant, I’m going to need more varied examples of terrain patches for testing, tho… with multiple example images and the actual textures, because debugging without is just ridiculous.

(And no, I’m not going to buy the game myself so that I have access to their version of radiant and create my own testing maps. I don’t care for the game and am not going to spend money on it.)

I will supply as many examples as you need. You need an all terrain map? I’ll go ahead and make one. :smiley: Also I think black ops 3 mod tools are free, but it’s a pretty hefty download, I don’t remember if you could use cod waw mod tools without cod waw but it might be possible. It just asks for a .prj file.

I’m very excited to get this working because I’ve made a lot of maps that never got released and would be perfect for what I’m working on now in UE4.

Here’s a terrain patches only example Dropbox - BO3_Terrain_Patches_Only.rar - Simplify your life

Here’s a prefabs example map, there are 16 blocks of bsp, and half of them are inside prefabs. I included a picture too. Dropbox - BO3_Prefabs_sample.rar - Simplify your life

As expected, the COD map format has been modified severely to fit their own game data and has drifted very far from the original id formats, so I’m stopping all further attempts at implementing support for it.
The final messy, broken, incomplete COD supporting fork build is up on itch for 4.15 for a week, then I’m taking it down.

Any ETA on Linux support or source availability to compile for Linux? I bought this a while back when I was still using windows but the secondary drive that had my UE stuff on it crashed. And sometime after that I also switched to using Linux primarily. I’m wondering if maybe there’d be a way to make source mostly avail but require a license acquisition somehow to use it.

I’ll try setting up a linux build system again, but no promises.

@

Is it possible to add some kind of automation to optimize levels on import to work well with VR, something about materials / textures ? (to reduce drawcalls; I don’t think polycount would be an issue, as long as there are ~100k tris in the view total for level geometry)

Ehh… I’m afraid that’s seriously out of scope.
While I could in theory build a texture atlas to minimize material counts assuming the source textures are small, because otherwise you’d run into all kinds of other problems, the general applicability of this would be… very low.

I see, no problem. I guess I’d have to manually merge meshes (which should build atlas automatically) using Merge Actors tool.

@ Oh, I just remembered what I wanted to ask for a long time - could you please add an option to specify mix/max draw distance? (same draw distance will be applied to every imported mesh)

You can override that per actor, why not just select every imported mesh and set it?

Because I don’t want to mess with hundreds of actors manually ?

Take you 5 seconds, same result. Just select them all in the world outliner.

Maybe it takes 5 sec to you, if all of the brush models in one folder, but afaik one can’t adjust culling distance for all selected actors using matrix (at least in 4.13 I couldn’t).

They’re all staticmeshactors, so you don’t need to use the property matrix. And HammUEr-imported StaticMeshActors all have the vmf name in the actor display name (unless you don’t have that option enabled), so you can just filter the world outliner by the map name and select all.