Had A Go
#59 posted by Orbs on 2014/01/31 18:19:13
After an initial failure with compiling( i screwed up something with the wad and or fgd files). I reinstalled yesterday and made half a small map. With a funny basic idea, but have to redo it since i came across some things i didnt think about at first. But OMG almost like worldcraft! Great even an idiot like me can get soemthing together!
(and atleast as important seems my system can handle it)
#60 posted by quaketree on 2014/02/02 08:08:00
I'd like to send you an updated .fgd that works with your editor (tested by myself so take that for what it is...) that includes things like detail brushes, some of the advanced lighting options in Tyranns tools (not models because quite honestly I'm not seeing the difference) and so on but I don't read Cyrillic so your forums are essentially useless for me.
If you want to take a look at it I'm at zombie dot abe dot vigoda at gmail and I'll send you a copy.
WAD Saving Prob.
#61 posted by biff_debris. on 2014/02/02 14:59:26
Dunno if this is related, but I'm having problems keeping my custom texture WADs in the configuration (every time I re-open Jackhammer, I have to reload them and delete Quake.wad under the Game Profile tabs), and always end up with the message "Failed to write: C:/Program Files (x86)/Jackhammer/VDKLayout.dat Access is denied." after closing the .jmf...
Configs Are Read-only
#62 posted by XaeroX on 2014/02/02 15:07:59
Please install Jackhammer to the directory where you have write permissions.
Many Thanks.
#63 posted by biff_debris. on 2014/02/02 15:42:36
All your configs are belong to me, now ;D
RE: WAD Saving Prob.
#64 posted by Qmaster on 2014/02/05 15:09:47
This is solved in Win7 by running Jackhammer as administrator. (Rightclick->Properties->Compatibility->RunAsAdmin checkbox.)
Admin Covers A Multitude Of Sins
#65 posted by Qmaster on 2014/02/05 15:11:22
Tried The Update...
#66 posted by Qmaster on 2014/02/05 15:33:55
Much better. A lot of the little annoying bugs are gone now. Still a minor annoying bug with flying around in the 3D view. Don't fly for too long or it will kick you out of it.
I have a question. The viewport is sluggish. If you hit "O" (oh as in doe), it displays the FPS in the top right corner of the 3D view. Why am I only getting 20-30 FPS? For some reason it slows way down to 4 frames/sec if I fly out and see the whole level at once. Why is it so slow? There are only 41007 faces visible, 82673 total so far. I can play Crysis 3 at max settings with my dual NVIDIA GTX 450's and still chuck out around 15-20FPS. Why is the viewport so slow?
FPS Limit Is Intentional
#67 posted by XaeroX on 2014/02/05 18:45:38
30 fps is usually enough to preview HL model animations. There is a complex update/FPS management to save CPU usage (especially when you enable power saving option).
By the way, there is no need to run Jackhammer as admin. Just install it into any writable directory, e.g. "My Documents", and everything will work fine.
Hammer To Jackhammer
#68 posted by mechtech on 2014/02/06 03:16:47
I have the 1.0.155 version. I have a large map, I get the too many visible objects error with Hammer 3.4. So I load up the rmf from Hammer in Jackhammer. Every works fine. I export to map and it will not compile.
Next I export to map from Hammer load in Jackhammer every looks fine. I export to map, will not compile.
Is there a setting I missed to enhance compatibility?
You Probably Use Wrong Compilers
#69 posted by XaeroX on 2014/02/06 10:18:05
Since you didn't tell me enough information (game, compilers, errors), I try to guess.
Original Half-Life, Quake and Quake II do not support large maps, and the compilers shipped with Jackhammer don't support either.
Re: Compilers
#70 posted by quaketree on 2014/02/07 02:21:50
Jackhammer comes with a stock set of Quake BSP, Light and Vis (circa 1998 I'm assuming). Go get some more recent ones such as Tyranns Tools or the ones that BJP has made instead.
This isn't a fault with the editor proper but hopefully they can fix that with their next downloadable package. It really is a simple fix.
Sorry Clarification
#71 posted by mechtech on 2014/02/07 02:51:28
Quake1 map using TyrUtils. The map will compile without error from the Hammer map export.
Loading the RMF and then exporting to map in Jackhammer with the same compile tools does not create a correct bsp.
I did try setting the map type hl/tfc same result. World size is 8192.
I could pack it all up (compilers, wad, rmf and batch file) and email somewhere if that would help.
#72 posted by XaeroX on 2014/02/07 11:29:06
"does not create a correct bsp" - what does it mean? Does test box (the one created automatically) produce a correct bsp with your tools?
"comes with a stock set of Quake BSP, Light and Vis" yes but they are modified for mapformat 220 support, the only format Jackhammer works with (and the only format that supports all JH editing features).
Run As Admin
#73 posted by Qmaster on 2014/02/07 18:30:17
I installed to the program files directory which is why I need to run as admin. Windows doesnt like power users who want to use program files like any normal folder. In case anyone else has done the same, admin will solve your problems with saving user preferences.
TyrUtils Only
#74 posted by mechtech on 2014/02/07 19:43:12
I have been using TyrUtils. I have not used the compile tools supplied with Jackhammer. Valve Hammer works, TyrUtils support Map 220. My guess is somewhere between loading a RMF (or .map)created by Hammer into Jackhammer something is changed. My impression was you should get the same output .map as Hammer.
#75 posted by XaeroX on 2014/02/07 20:21:44
Well, then please send me compilers, wad, rmf and batch file as you suggested before. The compile log with errors is also necessary.
Email: support a hlfx point ru
Issues can be related either to floating-point coordinates JH exports map in (unlike VHE that rounds all floats to integers), or with TyrUtils themselves, I'll check it.
I can't output the same .map as Hammer because JH editing algorithms are different.
Fixed 1 Broke Another
#76 posted by mechtech on 2014/02/08 03:15:25
I see now the after comparing the .map files. My assumption that VHE and JH used the same system was wrong.
XaeroX Fixed the error. Used a different version of compile tools.
Found I was able to crash the editor by exporting to map. I can load the rmf from VHE into Jackhammer fine, works/compiles. If I load the .map and then export from Jackhammer crashes.
I sent that in to support.
Thank you for your help.
Wow, Huge Map!
#77 posted by XaeroX on 2014/02/09 10:12:31
Thank you for the archive. There was no crash on export, but a crash on import, and I've fixed it. You should check the new version of JH when it's available for further consideration.
Yes, because of the complexity it's impossible to compile your map with a JH's Q1 compiler.
Excellent, But Small Issue
Just tried this, found it to be excellent.
However there is a small issue, for some reason the texture browser is only displaying white instead of textures, see this screenshot:
http://br0gspot.files.wordpress.com/2014/02/jh_tbrows.jpg
Everything else works fine so far...
Newer Texture Formats
#79 posted by Jehar on 2014/02/22 18:15:45
Great stuff so far, with one roadblock at the moment. Modern q2 clients can load in alternative texture formats (png, jpg), so it would be nice to be able to access these resources from JH.
I've modified the gamecfg.ini to bring these in, and the files are enumerated in the folder list, but they aren't accessible from the texture browser.
JH Supports Only The Classic Engines
#80 posted by XaeroX on 2014/02/22 20:24:39
If the authors of alternative clients want their support in JH, they may contact me and tell what they exactly need. There are billions of different Q1/2/3 forks, but I personally use none of them. :)
Or, alternatively, wait for Plugin SDK, because such support can easily be achieved via plugins.
#81 posted by Jehar on 2014/02/22 20:27:19
Fair enough :P
One non-extension request, then:
When pasting a brush in the x/y window, it should inherit the z of the origin brush. Right now, pasted brushes align to the center of the camera axis you are not pasting in. The same logic can apply to brush creation.
Love Being Able To See The Monsters
#82 posted by Qmaster on 2014/02/24 04:51:02
Seeing the models is quite awesome in the 3d viewport. I like how as soon as you type a number on a "skin" key that it auto-updates the model. I wish the monsters could be animated though. I tried "frame" as a key but it didn't do anything to change it. The weapons spin though which is fantastic!
The only thing major feature missing now from this awesome editor is lighting preview in the 3d view. Ahh then I would never have to compile again lol. Dream on Qmaster, dream on.
Lighting Preview Will Probably Appear... One Day
#83 posted by XaeroX on 2014/02/24 19:45:47
>>I tried "frame" as a key but it didn't do anything to change it.
Use "sequence" key. But animation is not available, because frames are changed by game logic. Internal sequences, i.e. "frame groups" (particularly, flame models) are animated correctly.
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