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Jackhammer 1.1.855 Public Beta Is Out!
Hi all!
We are glad to present the new version with another bunch of bugfixes and improvements. ^^
Thanks to everyone who helped us with suggestions and bug reports!

New version highlights:

* Dynamic Sky Rendition: Jackhammer renders skyboxes in the same way games do. In addition, there are layered clouds in Quake, rotating skybox in Quake II, and shader effects in Quake III supported. To facilitate the choice of a certain sky in map properties, a drop-down combo with icons was added.
* Improved Arch Tool: arch creation instrument got new abilities. Now it allows triangulation upon creation, fitting arches to selection box, estimation of proportions using a grid. Also it is possible to create smooth ramps.
* Keep Internal Connections: option to preserve internal connections (targetname-target links) in entities during copypaste and cloning (i.e. dragging with Shift pressed) operations.
* Snap to Grid Revised: subsequent calls to it change anchor point, looping through all eight bounding box points (previously only the lower bounding box point was used as an anchor). In Vertex Manipulation mode this instrument snaps using selected vertices, thus enabling alignment of the whole object that ensures the certain vertex on the grid. In addition, VHE-style snapping to grid during movement of the selection was added.
* Texture Repeats: added special mode to draw borders of repeating (tiling) textures in a 3D-View.
* New Curve Types: now it is possible to create for Quake3 such primitives as Exact Cone, Exact Cylinder, Exact Sphere - correct round variants of cones, columns and spheres.
* Additional Instruments: ability to connect logically two entities using their target and targetname fields using Ctrl+K, separate tie to entities function. Upon automatic creation of the default room, the editor now can paint invisible faces with NULL or caulk texture. Improved Paste function - now it preserves an original third coordinate in a 2D-view.
* Multilingual Support: switch to your native language when using the editor! Now there is no need to consult a dictionary to find out what either menu command does, or to understand a reason for an error. Presently there are English, Russian and Ukrainian languages supported. Languages can even be switched dynamically without restarting the editor.
* 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 1.1.855

DOWNLOAD NOW!

Again, thanks for the feedback, some features were added because of your requests.
Merry Christmas and a Happy New Year!
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If you check for problems those faces should be listed as having bad texture coordinates or something. 
What Happens Is 
You set the texture to be projected directly onto this face first, then you rotate the face but not the texture projection, which leads to the texture coordinates being co-linear, which leads to light not being able to create a lightmap page for it. 
There Is A Button In The Toolbar Somewhere 
That I think toggles between if it uses world or face projection by default. Try pushing it?
I think that's what it does anyway? 
I Wonder 
If that button works when rotating brushes and not only when creating them. Need to check it.
I often see that cloned rotated brushes loose both world and face checkboxes on its faces. 
 
For the record, I've seen this error as well but never had enough info to report it. I generally run the map check and auto-correct them all. 
 
Feature/Bug:

Please make it so brushes don't lose their grouping if I clip them. 
Seconded 
 
Thirded 
 
Quaded 
 
Nice Name Color Gradient Lads 
 
Quinted 
 
The Next Oned 
 
More Cool Shades 
But also body text!

I have a couple of requests related to the grid in Jackhammer, if I may be so bold:

1.) Is it possible to allow the 2D viewports to pan beyond the edges of the grid? Working at the extremes of the world isn't common, certainly, but on occasion I have reason to be out there, and having the edge of the grid locked to the edge of the viewport is awkward. I'd like something like Hammer 3.4, where you're allowed to pan a viewport as far as having a grid edge right in the center, or Hammer 4.x where you can pan even further. Having to work with my eyes staring at an extreme edge of the interface is a bit uncomfortable.

2.) The recent release of Sven Co-op 5.0 included an update to the max world extents, from +/- 4,096 (total 8,192) units to +/- 131,072 (total 262,144) units. It's an insane amount of space that most people will never use, and there seem to be some issues with it at the moment (which I brought up on their forums here), but I believe they are being looked into, and in the event the bugs are addressed it'd be nice if JH was updated to allow access to that space. Currently the grid setting maxes out at 32,768, would you be willing to raise that limit? 
 
"It's an insane amount of space that most people will never use,"

Somewhere deep and terrible, mfx rises from his slumber... 
 
I'm afraid what will happen if you give that kind of power, especially when people like Tronyn create such giant maps... 
AND NOT VIS THEM 
 
Otp 
have fun vising a level that uses a +/- 131,072 world space.

RIP all pc's forever. 
Huge Map Extents 
are pretty useless unless you plan on whopping terrain vistas, and without a special way to efficiently handle terrain in the compilers and engine, it's just gonna end in tears.

AFAIK the quake 3 engine supports terrain and (in theory) +/-128K map extents. 
Hee Hee 
This stuff is fun to fantasize about, but before anyone gets the idea that I'm a bigger goddamn idiot than I actually am: to be clear, the goal is not to let people build gigantic open rooms, or extend a Tronyn-style map to 128k world bounds at the same level of detail. I'm assuming, at least, that the purpose is to let people spread their architecture thinner, so to speak. Less detailed worlds, but built over a larger distance, could be appropriate for some designs.

But I really don't know what the goals were for this update, I just noticed it in the changelog and wanted to play around, only to find Jackhammer wouldn't let me get out as far as I wanted to, which meant sticking with their version of Hammer 3.4, which is currently a little behind Jackhammer in features.

It's XaeroX's editor, and if he doesn't want to do it I won't be a pest, I only thought it worth seeing if the Sven flavor of Goldsource is something he was interested in. 
While 8192 Is Nice.. 
The more I refine my largest map, the smaller and more concise it becomes. I find more and more that the most enjoyable areas of the level are actually the ones that use space better and reuse areas in clever and logical ways. I've shrank down a couple massive setpieces simply because they were oversized for the level layout. But sure go ahead and make a ridiculously large limit...it would let us pan out far enough to...oh wait...itendswithtens already has a fix for that. 
 
Cool, I can finish my e2 mix-up map now. 
 
why just e2?

put every id map into one mega map. For science. 
With Jackhammer 
@Kinn, you now can without worry of running out of texture memory. Also...the maps loop back on themselves...it doesn't work. I tried. 
Surface Properties Hot Keys 
I'd love some hot keys that are specific to when the "Surface Properties" window is open.

You can't do any brush editing in this mode, so I would love to be able to do things:

1) Use the cursor keys to nudge textures along their U/V axis
2) Use CTRL+R to rotate selected faces by 90 degrees, like it does with brushes normally
3) The flip hotkeys, same deal

This would make texturing faster and more fluid. 
Ctrl+keys to scale up/down x/y 
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