How can I run this plugin with engine that is built from source code?
There’s an archive for source builds you can compile yourself.
Huh. Can you upload a couple of your vmt/vtfs somewhere?
Ok, cool its works but now i have a new problem: how to set alpha chanels as emissive color like in source engine?
This is more general UE stuff you can probably find tutorials for elsewhere, but it should just be a matter of connecting the texture’s alpha pin to the emmisive color pin in the material multiplied by whatever color you want it to be, I guess?
Might be a longshot, but can you add support for the csx format?
It’s the internal format used by Torque Constructor which you can get for free here. Torque Constructor | Products | GarageGames.com
It’s pretty much just an enhanced version of .map stored in the xml format
Unfortunately, probably not anytime soon, sorry.
oh my gosh no way! NICE! i might consider this!
Hey @ bit of a request for HammUEr.
Would it be possible to add support for the UDMF file format?
The format is fairly recent and well documented. You can find a history of the file format here
Why I am asking this -
I want to use GZDoomBuilder with UE4. Either way - Just curious.
I know I’ve asked this already but I am hoping that maybe some more information was discovered related to it. I am still having some culling issues with the geometry, primarily when zipping around a corner.
You can see the geometry in this test map briefly pop in before the culling bounds are in view. I get slightly better results if I bump everything’s bounds up but its still noticeable. I also tried precomputed visibility volumes and it appears to have the same results. The only things I have been able to really find are people saying “Don’t over modularize your maps” which doesn’t really help when converting a bunch of BSP brushes.
That’s not a Hammuer issue. I know there’s some occlusion setting you can change to get rid of that at some perf cost, don’t remember what it was called though.
I’d like to know what setting it is
I apologise. I didn’t mean that it’s an actual Hammer issue, just the way that UE4 handles all of the brushes. If I were to model entire rooms as one large mesh I don’t think it would be nearly as noticable as having a room built out of several brushes. Yes I could group them all but then the lightmap UVs would be messed messed up. All of the answers I see on the forums just say “don’t over modulate your maps”. It’s really a shame that classic BSP style mapping isn’t as popular in modern engines
I’ll try playing with it some more. The plugin itself is really fantastic and I thank the OP for his work on it
No biggie! You could try enabling/disabling hzb occlusion or r.oneframethreadlag.
Just wanted to say that this plugin has been incredibly useful to me, but I have a few issues I’m experiencing. The first major issue seems to be the fact that certain textures, on import, have some artifacting going on, especially around edges of the texture. I don’t know if there’s a pattern, I haven’t been able to find one, since it’s not tied to the VTF alpha format, but still happens consistently to specific textures only. Here’s an example using the HL2 radiator texture that also suffers from this problem. It seems to be HammUEr specific, as using VTFEdit and converting the file manually to a TGA doesn’t result in the artifacting on import into UE4, and additionally, also seems to improve the texture quality, as I believe HammUEr compresses the textures quite dramatically, or at least, it seems to be doing that visibly.
Additionally, in a number of cases, I’ve had VMFs with meshes with incorrect transforms, but this only happens on a per map basis on a per mesh basis. In other VMFs the “log mesh” might have proper transforms, but in another map, they are all skewed drastically in unpredictable directions. The VMF is fine in normal Hammer, but for some reason, on import to UE4, certain specific models are transformed incorrectly in the same way.
Finally, as others have mentioned, displacement seams are often incongruent, even while both “rounding” options are selected, though the “thermonuclear” option also has the side effect of transforming some meshes incorrectly. As far as I know, no option really tackles this issue when gaps are large, though I must say, the gaps don’t happen to normal brushes, or at least if they do, they are not as noticeable.
I’d love some help with this if possible. The most pressing is the texture quality issue. Materials seem to be working fine, but certain textures themselves are having issues and I have so many textures that it’s quite difficult to go in manually through each one to look for artifacts.
I tried to see if I could replicate your issue and I cannot - however, I would say that as *VTFEdit *has a batch/bulk export option to convert an entire folder, you could choose this option and blanket-drop the TGA’s into *UE4 *and overwrite all of your existing files that were converted by HammUEr
Sorry it took a while to respond, apparently the forums decided they didn’t need to notify me any more -_-
Meshes with incorrect transforms is strange. Is there anything special about these? Are they some kind of func_something? Can you put (part of) a VMF getting a wrong import online somewhere?
The thermonuclear option, as its name implies, really isn’t for general use, it’s just for extreme and very specific cases, for single import replacements.
The rounding options aren’t really extended to displacements at the moment, but I’ll try and extend it to those as well.
The texture stuff is… worrying, and I’ll look into that.
Also, what version on which UE4 flavour are you running?
UPDATE: So you were right, there was an error in my DXT1 decoder (apparently I copypasted a line for a new case, then forgot to actually *edit the line, *for which I apologise), which is fixed in the new 1.8 alpha for 4.17 version I just uploaded. This new build also includes a new “round displacements” option on the settings pane, that’ll round off values for displacements. Note that this *will probably *make your displacements slightly less smooth.
Any update on this plugin, especially with idtech3 import?
Any word on a version of 1.8 for source builds?
Q: Is there the possibility of going in the **opposite **direction in the future?
So, **Whitebox **in UE4, hit a magic button, and the map/level is reproduced into a Source map/level.
I’d buy that for more than a dollar, because as much as there are people who like using Hammer/Source, there are people who do not; yet have a need to **Whitebox **Hammer/Source game environments.
Again, not interested in converting anything from UE4 like textures, materials, meshes, particle systems - just the raw BSP.
Difficult?
Super difficult, no chance of it happening. You should look into World Worm Model Tools!