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FAQ (Plumber)
If you run into issues, please first check if your issue is listed here and if the instructions help fix it. Always make sure you are using the latest version of the addon and a supported Blender version (2.90 or newer). If you encounter an issue not covered here or the instructions didn't solve your issue, you can ask on the AGR TechSupport Discord's #blender channel or open a new issue on the issues page.
Read the README, more specifically the Installation section.
You probably downloaded io_import_vmf-master.zip
which is the source code.
That's the wrong file.
You need to download a file called something like plumber-v1.0.0-Windows.zip
from the releases page.
The empty object called sky_camera_{some numbers}
needs to be selected as the active object for it to work.
It's automatically selected after the map is imported,
but you can manually reselect it if you accidentally deselected it.
BSPSource usually creates some overlays that aren't anywhere. Just ignore it, maybe it will be fixed someday.
BSPSource usually creates some broken overlays. Just ignore it.
If only some models/textures are missing,
you most likely forgot to check Extract embedded files
when decompiling the map.
If Smart extracting
was enabled in BSPSource, try to disable it.
If your BSPSource doesn't have these settings, make sure it is updated.
Also make sure that the decompiled map (.vmf file) and the folder containing the extracted files have the same name.
If your BSPSource was outdated when you decompiled the map, the .vmf file could have a _d
suffix the folder doesn't have.
If most or all models and textures are missing, you most likely selected the wrong game when importing. Make sure the correct game is selected.
No. I'm not currently aware of any other reliable solutions for this either.
No. For CS2 map importing see SourceIO.
These general steps should work for almost any software. However, you can't export advanced materials (such as blended walls etc.) with this method. The exported simple materials could be different from in-game materials.
- Import the VMF with the
Simple materials
setting enabled. - Save the blender project.
- Press
File -> External Data -> Unpack -> Unpack All Into Files
. - (Not always required but could fix some problems) Select All with
A
. PressObjects > Relations > Make Single User > Object & Data
. - Go to
File -> Export
and export as either FBX or OBJ.
FBX exports normal maps but no opacity masks. OBJ doesn't export normal maps but exports opacity masks.
You can use Blender Datasmith Export to export Blender scenes into UE4.
The addon converts material nodes into UE4-equivalent nodes, so it will work without Simple Materials
enabled.
The Map Range
node is however not supported (which is required for blended materials).
I have forked the addon and added support for that node here.
You need to install the fork linked above before continuing (the master branch, which the link leads to).
The addon requires paid (40$) DatasmithBlenderContent for full material support.
You also need to run this script in Blender before exporting. It will make the imported materials datasmith-compatible, but will remove prop colors since they can't be ported.
You can do this with HLAE AGR. See the advancedfx home page and mirv_agr section on the advancedfx wiki.
You need to however rotate the imported map by 90 or -90 degrees in the Z axis to line it up with the AGR. One easy way of doing this is the following:
- Import the map before doing anything else.
- Create a new empty object using
Shift + A
. Move the object to the center (position 0 0 0). - Select all using
A
. -
Ctrl + P
->Object (Keep Transform)
. - Rotate the empty object to rotate the whole map. Set Z rotation to -90 or 90 (whichever works).
You can hide the empty object to also hide the annoying lines.