Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Love your work on the program! Currently an issue with the 4.25 version and importing valve 220 format maps from trenchbroom. It seems like no uv data is imported. 

No problems with standard mode in 4.25, no problems with this same .map file with 4.24. Zero out Q1 rotation flag is correct, all import settings correct. Tested across multiple workstations. 


Strange.
As far as I remember, it should autodetect Valve 220 maps, and the Q1 rotation stuff should only be necessary to make things line up as expected, not ungarble UVs completely.
Can you pastebin (a section of) the map with the problem so I can test it locally? (with a list of expected texture sizes)

Thanks for the reply, here's a small hallway. 

https://pastebin.com/GVxfj6S9

All textures sizes are at 256x256, let me know if this works.

My current workaround has been to build the map in valve mode, and convert the map format to standard, which keeps thing mostly intact. Obviously there's a few texture alignment snags here and there, but a price I'm more than willing to pay to continue using hammuer. It's a great tool! 

Bringing this up to confirm that by converting to standard, this test section also imports correctly. 

(1 edit)

Thanks, that helped me track down the problem.
I've got a fix that'll go in the next fix drop for 4.25 (around 4.26 release, so hopefully soon).

A workaround that _might_ work until then is to add a "wad" property, so it forces the parser down the classic map path...

The Christmas versions should now import your 220 maps without problems.

Sorry for the slightly longer delay, there were a few other fixes I wanted to get in, and then the pandemic got in the way.

Not a problem! Thanks again for giving this a look, happy holidays!!