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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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TAB, But No Shift+TAB 
I wanna stop asking things the UI wasn't meant to do.

So, I found a comfortable way to use Jackhammer: one maximized window, split in two views: one 3D and one toggled between top/front/side.

But since TAB toggles between 2D layouts, SHIFT+TAB could toggle backwards, don't you think? So far, SHIFT+TAB just gives focus to something else. Isn't it inconsistent? 
Request Accepted 
Added Shift+Tab to toggle backwards, thanks for suggestion.
Also added Tab and Shift+Tab shortcuts for 3D views, to change rendermodes. 
Wads 
So I tried using the JH 'extract textures' feature, but where does JH deposit the created wads?

Oh, and for some reason JH won't recognize Zerstorer.wad. Any idea why this could be happening? 
Figured Out The Extract Textures Thing... 
Just not why zerstorer.wad won't work. 
Ionous 
I take it your wad is actually named zerst�rer.wad with the o-umlaut. If you rename that to o or something it will work. I reckon it is a unicode or otherwise text encoding issue. 
And It Is! 
Thanks! MFX also pointed me in the right direction. 
Please Support Jackhammer On Steam Greenlight! 
We need your "yes" votes:
Jackhammer on Steam Greenlight 
Spawnflags Request (again) :D 
I was working with a Quake mod the last few weeks that has no fgd file for it and contains a shit load of new and important spawn flags for most entities, this made JH essentially impossible to use for this project as I can't access the spawnflags for entities to set it manually :(

Pleeeeeeease? :) 
 
Spawnflags should always work at "Flags" tab even if unnamed/not defined in FGD. First checkbox in a first column sets spawnflag 1, second checkbox in a first column - 2, third - 4, then 8, 16 and so on. 
Greenlight Voted 
 
 
Voted, although I'm not clear on whether this means that Jackhammer is going behind a price wall? 
There Will Be No Walls 
Steam version can get some useful Steam-specific features such as cloud backup storage and automatic update system, which helps to deliver hotfixes ASAP.
I'm not sure of pricing policy yet, but I promise there will ALWAYS be a FREE version of Jackhammer (and opensource in future) outside Steam. Just like now. 
Odd Behavior With Texture Rotation. 
http://i.imgur.com/60ipi3H.png
Brush A is created, rotated without texture lock, then the texture is manually rotated to fit. This seems to do the rotation with world projection as expected.

Brush B is the same brush moved a bit without texture lock, behavior as expected, nothing weird here.



Brush 1 is created unrotated, then with texture lock on, rotated 45 degrees. This seems to do the rotation in the face projection rather than the actual texture rotation parameters. As expected, as that's the easiest way to get it right.

Brush 2 is the same brush moved a bit without texture lock. The face projection data seems to be lost as soon as it moves. This is highly undesirable! I don't know how you store your projection plane per face, but it looks like it's simply lost somewhere here. 
 
2czg: yes, there is a bug. Thank you, I'll figure it out. 
#75 
czg map incoming.

Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 
Voted! 
I make textures while I map.

Everytime I update a wad I have to exit/enter the editor again. Or maybe close the project, remove the wad, add the wad again, open the project.

The "Tools/Options/Game Profiles/Textures" tab have buttons do Add, Add a directory and Remove a wad.

Could it have a Refresh button as well, to reload the selected wad?

Jackhammer prevents the user from removing a wad that's already in use. I think it should be just a warning. After all, it's possible to load a level without loading its required wads.

So, the same warning would be given when a refreshed wad lack a used texture.

Is it possible? 
Voted For It 
I voted for Jackhammer on Steam. Since I couldn't find it on Greenlight at first, I'll share what I needed to do to bring it up in my Steam client. If you can use the above link instead, this doesn't matter.

From Greenlight front page, select Browse and Software. The Customize your queue with the tags Animation & Modeling and Utilities. It should appear in the list.

For some strange reason, simply searching for Jackhammer did not bring it up. Perhaps it's not indexed yet? 
Refreshing Textures In Runtime Is Quite Tricky 
Unfortunately I won't add this feature to the upcoming releases. It requires a lot of changes in texture managing module and is also potentially dangerous: texture coordinates depend on texture size, and changing its size may result in offset textures.
Only models can be refreshed so far (using "Reload model" command in a context menu).

2 all: Thanks for your votes! And we need more! ;) 
Support For Quake Mods 
I'm trying to get JH to read other .fgd files so I can make levels for other mods but it doesn't seem to be populating with anything other than the standard quake entities etc?

For example, if you try and use the quoth .fgd it wont show any of the entities for this.

Is this hardcoded? is there something I am missing other than adding the .fgd file and selecting it? I have set up folders and stuff, nothing!

https://www.dropbox.com/s/0bg0u40hnqcgmvw/Quoth2.fgd?dl=0 
What Editor Is This FGD For? 
Jackhammer doesn't support such features as model(":progs/player.mdl"), therefore it can't properly load the FGD. 
 
There was a Quoth FGD previously posted, created specifically for JH:
http://scrama.3dn.ru/files/quoth2scrama.zip 
These Are TB Specific Attributes 
 
Some Minor Things 
In the surface properties panel, the tab order between the various fields is odd.
Pressing tab from the x-scale field moves focus to the justify right button. Should go to y-scale field.
From the y-scale field it goes to the fit button, which might be alright but would be better to go to x-offset in my opinion.
x-offset goes to y-offset as expected, but y-offset goes to justify left, expected rotation.

Another thing is that giving focus to a field by clicking on it should do a select-all on the text in it.

A minor thing, but the world/face projection checkboxes are very confusing, as it seems that faces that happen to have the same world space projection as the default face projection get both boxes checked. (I.E., faces that point toward positive X/Y/Z)
In my opinion the difference between world space and face projection should be explicit, but I have no idea how you're handling this internally. 
I'll Check The Tab Order, Thanks 
The difference between world and face projection can't be explicit, simply because there are cases when they coincide. In other words, they are NOT mutually exclusive. And that is why there are checkboxes, not radio buttons. 
 
Yeah that's kinda what I guessed was going on.
It's still a bit confusing, but it's alright I guess :-) 
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