|Posted by Scrama on 2013/12/26 08:51:06|
|Jackhammer is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. Jackhammer does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile3D II engine, that is why its second name is Volatile Development Kit.
Jackhammer is being developed since August 2013, that means the editor is very young. But the team of professional programmers and testers is ready to present the public alpha within four months. Despite not all the functions being implemented, not all the planned games being supported and only a small extent of the new ideas being realized, today you are able to download, install and evaluate Jackhammer in action. Please don't forget that alpha is the first, quite a raw version, and may contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions! In addition, you can provide Jackhammer with financial support, donating funds for the further development.
This version supports Quake, Quake II and Half-life.
DOWNLOAD - Win32 now, Linux in future.
Quoth FGD for Jackhammer
Screen #1 Screen #2 Screen #3
And what if you specify the palette that comes with JH for Quake 1? Yes the colors can be incorrect, but are there any colors, or the default palette also fails to load and renders textures to solid white?
Yes, using the palette file supplied with JH renders the texture's to solid white. As shown in the first image in post #143.
And what about models? Are they also white?
After extracting the models the test I see I had chose my "Game" directory as my "Base Game" directory, grrrrr....
Everything is fine now :) Sorry for the time waste.
I'd like to contact the guys writing this editor but their website has defeated me. I don't speak Russian so the forums aren't useful to me.
Anyone have an email address or something I could use?
Their Moddb page has a link to contact info, but I think you have to be a member to access it.
Thanks ... but I created an account and this is what it unveils:
"Email : Hidden"
Are these guys actually CIA agents or something? FFS...
Russian Leet Hackers
Vodka Crew Moscow, Department "Burn your own and don�t die"
Neat ... does that come with a contact email address or something? :)
I sent a private message on ModDB but I have zero expectations of getting a response.
You May Ask Me Here
if you must.
FFS ... What's with the cloak and dagger?
Anyway, I have some time this xmas vacation to work on something. I think Jackhammer is VERY close to my ideal Quake editor but it's missing a few convenience features and has a few bugs to knock out first. They aren't huge and I'd be willing to contribute my time, for free, to work on the code.
If that's something you'd be willing to let me do, please shoot me an email.
I Never Thought It Would Be Hard To Establish Communication With Me
1) Well, the fact is email communication is not convenient for me, I personally prefer forums. Why not post your suggestions right here? Most people do that..
But, if there is something you don't want to share with the community, you can easy find my email address out, just click the PayPal "donate" button at the website, the PayPal page will be opened, and you'll get the email demystified (large bold text at the top of the page). :)
Crash reports are sent to "support at hlfx dot ru" and you can mail to it also.
2) My apologizes for not publishing the email at the website, this is not a conspiracy, this will be fixed along with a new public release and website update.
3) And I probably did not comprehend you right at the point of "contributing time to work on the code". JH is currently not an open source project, albeit I do my best to take all the requests into consideration.
"JH is currently not an open source project, albeit I do my best to take all the requests into consideration."
I know, otherwise I would just work on it. :)
I didn't use your forums because, well, I don't speak Russian. It didn't seem productive.
Anyway, I'm offering my time is all. I know making Jackhammer ideal for Quake editing isn't necessarily at the top of your priority list. It's more of a side effect of the work you're doing ... I was hoping to polish it up some, if possible, and take that work off of your plate.
If you're interested, let me know!
Thank You For The Suggestion
Actually I'm not interested in trading for "free time". Although I have not much I don't hurry up.
The second reason is quite straightforward. One project = one coder, that's my point. Until it is complete, released in open source, then forked, and then I personally won't care a bit.
But anyway, thanks for paying attention to the JH project. :)
OK, thanks for the response.
Don't Flip Brushes With Texture Lock (TL) On
#99 posted by Amran suggests a best practice right now with Jackhammer is to avoid flipping brushes with texture lock on. There is a horrible bug that causes textures to have their World and Face boxes unchecked meaning that their alignment mode is undefined to the bsp compiler. They will still compile, but any face that has an undefined alignment will cause its lighting to be split along the edges, particularly diagonals. Please see example photos:
Please note this issue only seems to affect Tyrann's qbsp.exe but I haven't tested all compilers. Txqbsp treats them just fine.
...now to fix all the flipped brushes out of my total of 18179 solids whose textures might have undefined face alignment in my map. Fun fun.
If I do them all at once, then they will have their faces ALL flipped backwards on the x-axes.
Arbitrary alignment is generally not a proplem. A good compiler must handle it.
Check warcraft 4 informations: http://warcraft4.us
3D Model Placement Issue
I've been having issue with precisely locating enemies when the 3D model is visible. The selection box wraps to the size of the model rather than the defined bbox in the fgd. This makes placement difficult as I can't tell whether the enemy is partially inside a brush or not, especially for non-symetrical enemies like the ogre. I fimd that its better to turn the 3D models so I can see the bbox for proper placement. Would be nice to have the selection box match the bbox.
Turn The 3d Models Off I Mean...darn Phone, Can't Type
This Thread Is For The Old Version
There is a new thread for the new version here: http://celephais.net/board/view_thread.php?id=61338
Might be worth posting there instead.
But I Agree With Your Issue!
Sleep well old thread.
Jedi Outcast/Jedi Academy Support ??
Hi, really neat engine you've made here. I'm hoping to use it instead of GTKradiant for jedi mapping.
So my question is wether you're planning on adding official support for Jedi Academy in your editor?
I don't think it should be that difficult since it's basically built on the Q3 engine.
I know that there's unofficial support on moddb to add JA to the editor, but it isn't as good as official support, the maps take a long time to load and the editor gets stuck often.
So if you could please add official support for the Jedi Academy game, that would be awesome!
Keep up the good work :)
Website copyright © 2002-2018 John Fitzgibbons. All posts are copyright their respective authors.