I... don't really understand the question.
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Unfortunately, none of the things in this log have anything to do with HammUEr, so I can't really help you with this.
Some of those dll errors seem to refer to intel vtune, but a quick google doesn't seem to give any decent solutions, apart from maybe needing administrative rights when you install/run unreal engine?
Good luck, hope you figure it out.
Weird, if the others show up, it should show up as well.
If not, there's an example of what it should look like in the manual on page 6 (lower picture), so just build something that looks like that and use it instead.
I don't have access to my code archive at the moment, so I can't really check with an actual 4.15 build, but my guess is it's got something to do with the displacements?
(Also, this is a decompile, and decompiles are technically not supported. Maybe try opening it in HammUEr and saving it back to clean up whatever the decompiler did?)
I... have some trouble understanding what you're asking, but files that are imported end up wherever your unreal engine project is (because they need to be converted to something UE understands), which I guess is somewhere on your C drive in your case?
The 4.15 builds are pretty ancient by now, so hopefully a move to a newer one should fix this.
If not, try moving the brush in hammer and then moving it back into place where it was, or check the texturing and redo it so it looks the same but the values are different (if that makes sense)
Sorry it took a while to get back to you.
If you selected one or more files, please check the log to see if there were any errors while importing.
Also check to see if any files were created in your project folder in windows explorer, because they don't always show up immediately in UE. (Although they should show up the next time you open the editor)
Sorry it took a while to reply.
Unfortunately, they're quite large (30 megabytes that don't compress all that well, compared to barely 300k for everything else combined), and not everyone needs them.
If you do need them however, it should be easy enough to re-compile the supplied source yourself and use that dll/pdb combination.
That looks like a base material problem.
Open your base material and check to see if it says anything about errors there, there might be a broken texture reference there you have to fix before it'll actually render.
The pre-4.16 builds are rather old by now, and even Epic doesn't really support them any longer, officially.
Is there a specific reason you need to use such an old version of the Unreal Engine? If there is, I can *try* to debug it based on your logs and the vmf file, but if it imports fine in a newer version...
Ah, yeah, that's a kinda tricky one I keep forgetting to explain/add to the archive.
Basically, to fix this:
- download the '1.7.1 alpha for source builds' package
- create a Source directory under your HammUEr directory
- create a HammUEr and HammUErRuntime under that
- copy over just the HammUEr.build.cs file from the package to the HammUEr directory, not the rest of the source files
- copy over the entire contents of the HammUErRuntime directory
Compiling and packaging your project shouldn't be a problem any more.
Let me know if you do run into any more things or have questions.
It would require rebuilding the pipeline (since people explicitly didn't want anything to do with UE4's BSP tools), and wouldn't support everything, but I can try and fork a build that does that.
Wouldn't happen overnight, though, so don't hold your breath.
Don't know anyone that's tried importing SOF2 maps yet, so I wouldn't be able to give a definitive answer, but I know people have imported Jedi Knight Academy maps without too much trouble, so it all depends on how 'vanilla' Raven kept the map format, I guess.
I could try importing one, if you put it online somewhere?
Weird. There are known problems with decompilers writing broken vmf files, though.
Have you tried opening your decompiled maps in Hammer, see if they work there and save them before trying to import them in HammUEr again?
Just checked with an inferno vmf from here, and that imports (mostly) fine, so maybe use those instead of your own decompiles?
Did it really not create any actors for the actual level geometry in your map?
Or are they just not being rendered?
Have you tried clicking the eye icon off and on to force a show all refresh, like in the troubleshooting section of the documentation?
Some of CSGO's files as shipped are, for lack of a better word, corrupted.
However, there is a solution for this: delete the <filename>.vtx file, but make sure you leave <filename>.dx90.vtx in place.
That should let you import them.
While I'm at it, quite a lot of them also have the wrong internal filename that overlaps with another one, and since I'm using that to name them, there'll be "missing" and "wrong" models because of this. The little checkbox to the right forces HammUEr to use the filename instead of the internal one, and should take care of most of them problems. (You might have to re-import the "real" name ones if some of them got overwritten anyway)
Second verse, same as the first.
The $selfillummask node isn't used for most materials, so most of them compiled fine, but the $selfillummask param2D node got emptied, so you just need to put a random texture in there (it won't be used for most of them, and if it get used, it'll be replaced by what needs to be there anyway)
(while you're at it, check all the other nodes in your material to see if any of them got reset to nothing as well)
If your base material has errors, check it, and try to fix whatever's wrong first.
UE straight up doesn't load materials that have "errors", as you can see from all the "Failed to compile Material Instance" warnings in the log.
Looks like it's looking for flat_normal in the content root, so you probably have to point the $bumpmap node to whatever directory you unpacked the sample material zip normal texture into, until the error message in the base material editor view is gone and it actually compiles. It'll probably take a while to actually compile all your other materials for the first time as well.
I have no idea what the HammUEr/road_street_04 and road_street_04_nrm it's looking for and can't find, I'm assuming those are yours you assigned to other nodes/used in your own base material and then moved/deleted?
Different drives shouldn't matter.
I... have no idea what could be wrong. A full rebuild should fill your database with everything it's found.
If you turn on verbose debug messages on the ConfigUEr tab, you should have a lot of "LogTemp:Warning: ..... Adding to master material list" lines.
What version are you running?
Strange, that shouldn't be happening.
Can you look at hammUErPlugin.cfg in your <project directory>\Config in a text editor and see if there's 5 things on every line (so MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,BRICK/brickfloor001a_mat instead of MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,). If almost everything shows up as None, they probably don't.
What you can do is remove everything after the "hammUErVersion,4" line and saving the file, and do another discovery with rebuild master list ticked on.
If you still have mostly 'None' materials, there's something else seriously wrong.
Do you have directories with non-A-Z characters? (Accents or whatnot)