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Jackhammer 1.1.700 Public Beta Is Out
Hi all!
Yes, now we're in beta status, which means lots of bugfixes and improvements were done. ^^

New version highlights:

* Archive Support: Jackhammer can load models and sprites from game archives (PAK, PK3). This is useful if you open other's map which uses models, and your game resources are not unpacked.
* Compiling in Editor: now it is much more convenient to compile maps in the editor, because the compile process doesn't block it. You can continue editing the map while the long compilation takes place. You can also terminate it at any time simply by closing the Process Window.
* Improved Decal Rendition: you can preview Half-Life decals (colors and transparency) in the 3D-View just the same as in the game.
* New Texture Application Modes: "NULL to Selected" (applying NULL or caulk texture to selection), "NULL to Unselected" (same as the previous mode, but texture is applied to the other brush faces; handy fast removal of backfaces), "Apply (texture + values + axes)" (copying texture axes information, simplifying texture application to complex objects and landscapes, especially when combined with "Align to View" mode).
* Automatic Selection in 3D: you can select multiple objects by pressing mouse button in 3D-View and then dragging a cursor. This mode is convenient for quick selection of lots of nearby objects (e.g. landscape brushes), when clicking can become annoying.
* Model View: you can specify an external model viewer (e.g. HLMV) and open any model simply by a context menu command. Also it is now possible to reload a model from disk without restarting the editor.
* Update Check: the editor can automatically check for new version available and notify you, so you can immediately download and install the update.
* Lots of improvements: the new version traditionally contains lots of bugfixes and improvements in comparison with the previous release. The editor became much more stable and functional, and now it is a beta. Please view a changelog for the details.

This version supports Quake, Quake II, Quake III, Half-Life, Gunman Chronicles and their modifications.
Supported operating systems: Windows, Linux.
Supported architectures: x86 (32-bit), amd64 (64-bit).

Web page
Feature list
Changelog of version 1.1.700

DOWNLOAD NOW!

Thanks for the feedback, some features were added because of your requests. Hope you enjoy Jackhammer, I've put much effort to it.
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Well, if that's what you need, I would rather make a hotkey to toggle "Filter textures" at any time. :) 
 
I'd like to advocate again for art tablet support. It's -right there-. :) The only thing it does wrong is if I try to use my Wacom tablet to rotate the camera in the 3D view, it's WAY too sensitive and flies all over the place. But it seems usable for everything else.

PLEASE give me the ability to use my tablet for Quake mapping. My shoulder would thank you!

I don't know specifically what needs to be done but it seems like damping the input into the 3D window would just about do it ... everything else, as I said, seems fine. 
 
Have you tried to change mouse sensitivity setting in the preferences? 
 
I did. Even dropping it as low as it can go is still way too fast. 
 
Would you mind estimating the acceptable sensitivity, as a percentage of JH's sensitivity value = 1 (the lowest)? 
 
Actually, in playing with it ... you know what? I think the main problem may be in the way the viewport handles the mouse.

When using the mouse to rotate the view, it looks like you're re-centering the mouse with each change in rotation. That works fine for the mouse but I think it's wrong for the tablet.

If I confine my initial clicks to the center of the viewport, it feels pretty normal.

If I click to the extremes of the viewport, it goes CRAZY which I imagine is because it's seeing a huge delta from the center of the viewport to mouse cursor.

You don't do that in the 2D viewports and they work perfect ... maybe relevant? 
 
But to answer your question ... currently I'd estimate you'd need 20% of the current lowest speed to feel OK on the tablet. So instead of 1, it would be 0.2 or something. :)

But, as I said above, I think tablet input may require some special handling as it's not exactly the same as a mouse. 
 
Ok, thanks, I'll think of correct mouse handling. Fortunately I have a Wacom tablet to test it. :) 
 
Having a tablet definitely helps. I remember bugging the coders on UE4 to properly support tablets and they kept borrowing my spare tablet whenever problems came up. :P

Thanks! 
So Sleepwalkr 
When are you going to convert Trenchbroom to UE4??

https://www.youtube.com/watch?v=rJzguNJsivM 
 
Fuck, wrong thread! Damn you func_ and your lack of an edit button 
So Xaerox 
When are you going to convert Trenchbroom to UE4??

https://www.youtube.com/watch?v=rJzguNJsivM 
Goddammit 
This is confusing. 
 
You're posting such things right at the moment when I'm downloading UE4. Is this the sign?

Jackhammer to UE4 tool would be nice. 
 
it's been discussed elsewhere on this board in the past, and warren-willem can surely elaborate, but making bsp architecture in UnrealEd isn't frustrating because the people who wrote it suck, it's because bsp is just about the single worst thing you can use Unreal3/4 for. it's simply enforced at the tool level.

jackhammer or trenchbroom for UE4 would only allow you to quickly and easily create levels that are still relatively plain and boring compared to what UE4 can do with meshes, at a big performance cost. 
 
Being able to quickly iterate then export would be a huge boon.
That doesn't excuse the piss poor tools. Also heavy reliance on 3Rd party programs kind of misses the point of an all in one game Dev environment.

I guess I really disagree with your views 
I Try To Keep My Mouth Shut Most Of The Time 
With all due respect, Lunaran, I could not disagree more. A while back I posted a comment with some thoughts about this on Joe Wintergreen's video regarding the topic: https://www.youtube.com/watch?v=b64lKqbbaUM But I'd like to elaborate.

There's a difference between "building BSP architecture" and "using BSP-style tools to build mesh architecture". HammUEr does the latter, from the sound of things. No one is advocating a return to BSP brush based engines, only that simple, intuitive, accessible tools like those found in Hammer be made available in modern editors. Hardly a non-trivial development task, but with million-instance foliage rendering and hundred-square-mile procedural terrain handled so well, I'd think this is comparatively straightforward.

For more than a decade I've heard your arguments thrown in my face with an eye roll and exasperated sigh every time this comes up, and they're just as insulting now as they were ten years ago. Working with 3D applications is as sluggish as ever when you have simple, low end needs like mine.

It's like a tractor trailer: When you're a professional driver, delivering tens of thousands of pounds of food to a supermarket from a distribution center, the vehicle makes sense. You have extensive training, and the trucking company handles operating costs and maintenance. But when you're an individual who just wants to take his family to the grocery store to pick up a few things for dinner, a minivan is the better choice. The commercial truck holds much more cargo, much more weight, is engineered to a higher standard, and will go for literally millions of miles when properly cared for. But the thousands of dollars a week in fuel, the vehicle height, weight and turn radius limiting the roads one can travel, noise and idling ordinances, and difficulty of parking make the vehicle wildly impractical if you don't need its power. You're not simply ABLE to use its capabilities, you're OBLIGATED to.

A more fitting analogy, though, might be "Why do you need Blueprint? Do all your game logic prototyping in Visual Studio! In fact, forget high level languages like C++ and do everything in Assembly, that gives far more power."

We're not earning crane operator licenses, we're not joining the military, this isn't some delicate responsibility you risk handing over to people who might get someone killed through lack of professionalism. Exclusivity of game development as a whole, or even just mapping as a part of that, to only the handful of elites who can work in The One True Way is not something I'm comfortable with. I don't care if Bob Ross' students only paint "motel art", they are and should be able to create simply because it makes them happy, without having to get an art degree before being granted that privilege.

I understand how the tools came to be the way they are, and if they're only ever going to be targeted at professionals, or aspiring professionals, there's no problem. But with engines like UE4, Unity, and Source 2 (which I might add seems to do things the way I want, see the Dota 2 Workshop Tools Alpha version of Hammer for reference) being lowered in cost and opened to a wider audience, I don't think it's unreasonable to suggest less professional people could have a bone tossed our way with regard to polyhedron editing interfaces. 
 
BSP is invaluable for prototyping and white boxing levels before going into the meshing stage. That's been the standard for years ... so anything that helps with the building of BSP is still useful! 
Another Suggestion� :/ 
When selecting a object and then opening the texture application tool in "Align to view" mode, make the alignment be applied to the whole selection at one.

Currently, Jackhammer ignores the selection and only aligns a single surface. 
 
"at one" = at once. Autocorrect fail. 
Multi Align To View 
Select as many faces as you wish, and then hit Ctrl+Shift+A.

I'm not going to convert either Trenchbroom or Jackhammer to UE4. :) Although I appreciate the quality of Unreal engines, I'm still developing my own, and the primary goal of JH is to support it. That is why it now supports lots of wysiwyg features, like animating effects, skybox rendition, etc. Support of these features in Quake/Half-Life/Quake3 is, well, a kind of side effect. :) 
Xaerox 
When will you create the Volatile Engine thread here at Func_? I wanna try it. 
 
Well, at least when there is a playable demo version/ :)
However I think most people here are not interested in amateur engines, since it is a Quake-related website. JH itself is another matter because it supports Quake. 
 
I am all interested in amateur works (or else I wouldn't be doing some of my own) and hope to hear from your engine soon. I'm sure there is room for a Volatile II thread here (how about an "other engines' thread). 
 
yeah not sure how you got that impression. if it's vaguely quake-like, i'm sure someone here wants to read about it.. 
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