#115 posted by XaeroX on 2014/08/23 01:26:54
>>but jackhammer menu is the same
Items means items, weapons, etc. :)
Well, you can hide all entities using Entity Report tool, by selecting all the list and hit "mark", and then "Hide selection".
At least, in JH.
>>it is very handy and useful feature
Yeah, I know. But not essential as many other features. Maybe, some day...
I Can Tell You A Really Essential Feature
#116 posted by Orl on 2014/08/23 01:48:15
That would have saved me about 45 minutes of extra mapping time...
Autosave.
#117 posted by XaeroX on 2014/08/23 14:13:31
Autosave is already present. Version 1.1.320.
That's Fantastic :)
#118 posted by Orl on 2014/08/23 17:27:08
And my apologies, but is version 1.1.320 not released yet? On the website the only available version to download is 1.0.155.
Do you plan on releasing this new version soon?
It Is Not Released... But It Is Available :)
#119 posted by XaeroX on 2014/08/23 20:07:08
http://hlfx.ru/forum/showthread.php?s=&threadid=4449
The reason it is not published on the website is that this is a Linux build only. There are still some minor bugs.
Ahh, Gotcha
#120 posted by Orl on 2014/08/23 21:13:29
I do look forward to the Windows version when it is ready. You guys are doing excellent work :)
Nice To Use, But..
#121 posted by cardo on 2014/08/29 10:50:21
Is there a way to have spacebar move you around the 3D view and also allow you to pan around in the 2D views as in Hammer? I don't know if that's been added since. Also have some issues with it not registering spacebar is held down when attempting to move in 3D window and it clicking/selecting brushes instead which is a pain!
#122 posted by JneeraZ on 2014/10/15 16:30:31
I didn't try this when it got released and I now regret that. After watching Daz map on twitch yesterday I decided to try it out.
This editor is good. REALLY good.
I have a few things I'd like to see changed or improved but what there is already is outstanding.
#123 posted by JneeraZ on 2014/10/16 16:12:39
Except for this shit which seems to pop up with regularity:
Bad texture axes on face:
face point at (608 128 32)
face area = 512.000
Which brush is it? GUESS.
#124 posted by necros on 2014/10/16 16:27:11
are the numbers incorrect? because it sounds pretty specific.
#125 posted by JneeraZ on 2014/10/16 16:33:10
Coordinates are accurte, yes, but I'd rather know which specific brush was having the problem. The problem is that faces look fine in the editor, so I basically have to delete brushes in the area until I find the one it's talking about.
It happens when you use SHIFT+ALT+R_CLICK to copy textures and attributes to entire brushes. That feature leads to sadness.
#126 posted by necros on 2014/10/16 16:47:56
does jackhammer put in line comments for brush #s? i always liked that method for debugging.
#127 posted by JneeraZ on 2014/10/16 17:17:51
Just had a look ... no.
#128 posted by JneeraZ on 2014/10/23 16:51:53
#129 posted by JneeraZ on 2014/10/23 17:17:10
Sorry, still get used to Google Drive settings ... I think this will work. Just the yellow handle version:
https://drive.google.com/file/d/0BzD7pFjY3WbibGdwcVBmQTJFVW8/view?usp=sharing
#130 posted by Spirit on 2014/10/23 18:22:44
Just use some normal host like imgur.com or quaketastic that works without forcing a shitload of random JS down your throat. ;)
#131 posted by JneeraZ on 2014/10/23 18:35:32
Just answer the damn question. :) Why is there a set of handles where the middle handles turn yellow?
The Yellow Handles
#132 posted by Orl on 2014/10/23 19:20:17
It keeps the brush on grid when resizing, most noticeable when a brush is skewed or otherwise in an odd shape. Sort of like a quick alternative to using vertex manipulation, allowing for resizing one side of a brush, without manipulating the other side of it.
#133 posted by JneeraZ on 2014/10/23 19:28:38
Ahh, I see it now! Ok, it only drags the verts in the half of the brush closest to the handle clicked on. Kinda cool .. OK, thanks!
Jackhammer Issues / Thoughts
#134 posted by DaZ on 2014/10/28 18:04:27
I'm using Jackhammer to build my Quake level for map jam 3 and have come across a few issues and annoyances that should be (heh) easily remedied
1) if you select a brush (or brushes) and then start drawing a new brush, that new brush should be the same height and start at the same point on the z axis as the selected brushes. Hammer does this and it feels really weird for JH not to do this :)
2) There is some strangeness going on with vertex manipulation when you have multiple brushes selected. JH will not let me move verts on a brush when I have certain other brushes selected. I am guessing that JH checks the entire selection for concave brushes when a vertex is moved and this is what could be causing this? If I select 2 or 3 brushes next to each other then the v-manip works just fine but if I continue selecting brushes along the chain of brushes in the map the v-manip stops working. I can provide pics / map file if you want to test this further.
3) placing entities into the map by clicking in the 3d view will place the entity off grid and it is a nightmare to get it back on grid. Some sort of grid snap for entities placed in the 3d view would be very nice!
4) Another grid snapping issue but this time with brushes. When duplicating the current selection (shift+drag) the new selection can sometimes be nudged off-grid by an amount equal to half of the current grid size.
5) When placing entities using the 3d view it would be nice if the editor could place entities on the surface by finding the bottom of their bounding box. For example currently if you place a shambler by clicking on a level floor the shambler will be placed half in the floor on the z-axis.
6) No face splitting while in vertex manip :( (see trenchbroom editor)
Aside from these issues the editor is very nice and I am enjoying using it! Very easy to setup and go. Feels very familiar to Hammer/Worldcraft. I think I experienced a single crash when duplicating some brushes but that is the only stability issue I have come across.
Thanks For The Valuable Feedback
#135 posted by XaeroX on 2014/10/29 23:26:58
1) already fixed
2) just disable vertex restrictions, they are disabled by default in latest releases
3) ctrl+B
5) this is achieved via FGD file, there is a new keyword "offset", you can see an example in PlayerClass definition in the FGD.
6) Ctrl+F
Some of these features don't work in 1.0.155, please upgrade to 1.1.320a if you are on Linux.
Spawnflags Settings
#136 posted by DaZ on 2014/10/30 15:53:18
This is certainly a fringe case that many users probably will not come across but I thought I would bring it up anyway.
It seems you cannot manually change entity spawnflags value from the entity window in JH? It seemed to me that JH hides the spawnflags key from view because if I manually entered a new key/value pair called "spawnflags" with a value of "64" (what I required to get specific behaviour from an entity in a Quake mod) then it would create a key called "spawnflags#1" "64".
Is this an editor issue or something that can be fixed within an FGD? Exposing the manual editing of spawnflags would be a very useful feature!
Thanks for the response to my earlier post. It is nice to see that some features are in/added and others have shortcuts. Thanks :)
#137 posted by JneeraZ on 2014/10/30 16:09:21
Daz, you could always click on the "Flags" tab in the entity properties window. :)
Yes, Spawnflags Key Is Hidden
#138 posted by XaeroX on 2014/10/31 03:36:13
Never thought someone will need to edit them manually. :) Why not set a flag using a checkbox, as WarrenM suggests? JH accepts the checks even if they are not described in a FGD.
Hmm
#139 posted by DaZ on 2014/10/31 03:42:06
I could swear I tried that and it didn't work. I could be mistaken however. It's quite possible that 64 was an incorrect spawnflag as the mod documentation for Zerstoroer is possibly the worst document I have ever read :)
Anyway. JH is a really nice editor. I will definitely do a video for it when I get a free moment
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