Importing Hammer and TrenchBroom maps

File > Import opens a Hammer .vmf or a TrenchBroom, Quake or Qodot .map as a new unsaved map. Saved as .gtm, Godot builds it like any other map.

Steps

  1. Open the Godot project the map is for, converted textures go into its texture folder.
  2. File > Import > .vmf (Hammer) or .map (TrenchBroom, Quake) and pick the file.
  3. When textures for the map are found next to it, the editor offers to convert the ones the project lacks. Say yes.
  4. Check the Issues panel. missing_material lists every material the project still lacks, with how many faces use it. Those faces keep the name, so adding the texture later fixes them.
  5. File > Save As a .gtm inside the project.

Textures are covered in Converting textures.

What the import keeps

Hammer In GodotTrench
Tool materials (tools/toolsnodraw, toolsclip, toolsplayerclip, toolstrigger, toolsorigin, ...) The project's skip, clip and origin textures and special/trigger
tools/toolsskybox and toolsskybox2d The project's sky texture, special/sky by default
Displacements Displacements with their heights and blend alphas
Displacements whose vertices move sideways Smooth meshes with the exact positions, since a displacement here only moves along the face normal
func_instance A group with the instance's contents, placed, renamed by its fixup and with $ and # replacements applied. instance:name;Input wiring is resolved
Visgroups Layers
Hidden objects Hidden nodes
Entity keys and outputs Entity properties and outputs

TrenchBroom layers and groups stay layers and groups. Quake tool textures (skip, clip, hint, trigger, origin, Quake 3 common/caulk) become the project's tool textures the same way.

Skies

Quake and Source draw the sky wherever a sky face is, so a map is closed in by sky brushes. The import gives those faces the project's sky texture, which collides in Godot but draws nothing, and the editor's lit view leaves it out.

Game Sky faces
Quake and Half-Life textures whose names start with sky
Quake 2 faces with the SURF_SKY surface flag
Quake 3 shaders under textures/skies/
Source tools/toolsskybox and toolsskybox2d

The worldspawn key sky_source keeps the texture the sky faces had. Converting the map's textures then turns that texture into sky_top_color and sky_horizon_color, which Godot builds a procedural sky from, see Converting textures.

Note: Units are kept as they are. A Source map is built for about 40 units per meter and a Quake map for about 32, so a Source map comes out a little larger than in its game unless the project uses a different scale.

Known limitations

Limitation What to do
Textures inside .vpk or .pak archives are not read Extract them first, for example with VPKEdit
Instances are looked for next to the map and in the folders above it Keep the game's maps folder layout, missing ones stay func_instance entities
Valve and Quake entity classes have no definitions in a new project Add them to your FGD, or replace them, the Issues panel lists them
$basetexture2 blends, detail textures, env maps and proxies are left out Set them up in Godot
Quake 3 patches and brush primitives are skipped, the status bar counts them Rebuild them as meshes
A displacement turned into a mesh keeps no blend alphas and no longer sculpts Edit it as a mesh

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