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J.A.C.K. 1.1.1058 Public Beta Is Out!
Hi all!

Jackhammer has been renamed to J.A.C.K. because of copyright issues, but there is also good news: we've finally passed Greenlight. This means that J.A.C.K. will be eventually released on Steam (Q4 2016). Thanks everybody for support! Today we are presenting the last pre-Steam version with more bugfixes and improvements. Further, there will be two versions of the editor: the Steam one, commercial, with SteamWorks features and automatic updates, and non-Steam, completely free, although updated not very often.

New version highlights:

* Hexen II Support: now the editor supports Hexen II, the game based on Quake engine. There are compilers, FGD file and palette in the install package. Game configuration of the editor is identical to Quake's.
* VMF Format: now one can import and export maps in VMF format; this is a Source engine format. Although the support is still in beta mode, and not all the features are supported (e.g. the editor can't process Displacements), you can use the feature to transfer your projects between VHE4 and J.A.C.K., and also to include other utilities to the development pipeline (e.g. HammUEr - an UE4 plugin).
* User Cameras: now it is possible to place, move and delete user cameras, like in VHE. There is also an ability to load and save such cameras to JMF, RMF and VMF formats.
* Triangulation: a special command enables triangulation of non-planar faces that frequently arise during vertex manipulation. This helps to get rid of many "Invalid Solid Structure" errors, and to facilitate creation of curved columns and other complex geometry using vertex rotation tool. Simply triangulate your complex stuff after you're done. This command, along with others, is added to a new context menu in Vertex Manipulation mode.
* Incremental Save: a new version saving command automatically adds version number to the file name. Such behaviour is familiar to 3DSMax users; it enables easy creation of checkpoints during prolonged project development.
* Improved Entity Report: now hidden entities in "Include Hidden Objects" mode are marked in italic; also there are Hide and Unhide buttons added, to hide and show selected entities. Besides the dialog remembers last parameters entered, even between sessions.
* Advanced Patch Texturing: Naturalize and Set patch texturing functions now account not only for scale, but also for shift and 90-fold rotation (i.e. 0, 90, 180 and 270 degrees). Along with that, Set function now performs in "naturalized" mode, i.e. taking into account segment lengths. These features greatly facilitate texturing of curves in Quake 3.
* Other Useful Stuff: tabs in Texture Browser, ability to hide triggers and unknown entities, ability to "lock" texture axes in Scale Vertices operation during vertex manipulation, display of selection center in status bar, tear-off mode for submenus, support for deformVertexes autosprite and autosprite2 in Quake 3 shaders, and many more.
* 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. Please view a changelog for the details.

This version supports Quake, Hexen II, 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 1.1.1058

DOWNLOAD NOW!

Again, thanks for suggestions and bug reports, some features were added because of your requests.
First | Previous | Next | Last
Bug/Feature Request 
"f" toggles texture filtering in the 3D view. It would also be nice to toggle texture filtering in the texture browser at the same time. The texture browser defaults to that horrible texture blurring. 
Feauture Request 
I'm new to mapping, but so far (apart from some crashing) JACK seems to be about the best in class for editors, good job!

A small request - a spherical "effect radius" indicator/tool for entities which rely on a radius to determine their operation, such as env_sound and scripted_sequence/sentence (Half-Life).

The tool might draw a pale red globe in 3D and maybe a red circle in 2D, size based on the radius setting of the selected entity.

It would make determining the range of these entities trivial, in much the same way that trigger brushes have a clearly visible footprint. Currently it requires careful measurement and calculations in order to place these entities effectively.

BTW, thanks for adding "centre" to the bottom right co-ordinates display, that's so handy! :D 
Another Request 
Here's another one, when you select an entity a pale arrow appears in 3D and 2D views, starting at the origin and pointing in the "forward" direction of the entity, as set by its "angles" keyvalue.

This would make placing most oriented entities (squadmaker, scripted sequence, trigger_push etc) so much easier - you'd just plonk it down and spin the compass until the temporary alignment arrow is pointing in the correct direction, in 3D or x/y views. The arrow would disappear when the entity was de-selected.

Thanks :) 
Any Way To Export Maps NOT IN Valve's 220 Format? 
I can't find any way to do it. I just want plain ole quake standard map format NOT Valve's 220 format. Am I missing something in the settings to allow this? 
Using F4 Instead Of F5 To Export The Map Is Weird 
At least for the first time. I can't get used to it. 
XaGe 
I think it is only selectable in the game setup. Check your quake setup and see if valve map format is selected. Otherwise maybe copy that format and make a quake-orig profile or something. 
Yes, Thanks. 
I finally did find the option in the game config setup I overlooked. 
I'm Curious ... 
Have you added a way to move brushes that are grouped without ungroup them before?

After i updated to 1.1.1064 from 11700 (Win32), i kept finding brushes grouped with others that out of nowhere were moved a few units in horizontal or in vertical.

At first i thought that maybe was a mistake from my part, but i kept getting more, till i i got a leak and found out that a brush in a group i never touched much less ungrouped, in months was moved a few units in vertical, so it can't be a mistake from my part, except the only explanation i can think of is if you added such feature of editing inside groups.

I have also gotten always since i began using JACK times when one of the views i wasn't working in zoomed out a lot out of nowhere even though none of my fingers were even close to the numbers to zoom in and out and those are all the shortcuts i use, but i always thought that i was accidentally pressing some shortcut i didn't know of, but after what has been happening these last weeks, i am not so sure ... 
Ignore Groups (IG) 
Allows to move brushes in a group without ungrouping. Present in VHE since the very beginning (AFAIR) and in JACK too, of course. 
Zoom Jumping 
Don't bump the numpad. It instazooms to different levels. 
Cascaded Groups 
Is this possible?

This would be more flexible than Ignore Groups. Click on a group in the 3D view to select it, and each subsequent click would select a subgroup, all the way to individual brushes. 
FYI About Ignore Groups(ig) 
With this feature enabled brush entities will not show their properties in the Object Properties window. 
 
They do show properties even in the IG mode.
But! You can't select them. That's the point. 
XaeroX 
Out of interest did you see the feature requests I posted in post #53 of this thread?

I just re-read them and realised I didn't communicate #2 well, it should read: The ability to snap a vertex along the edge of another brush, rather than to grid.

Is there any chance we might see some of these included in a future version? 
I Have Version 1.1.1064(64 Bit) 
Maybe a different version does but this version does not show properties, only the Visgroup tab. Which is fine, I understand the point.

I only brought it up to let people know in case they forget and leave it on, like I did. Had me scratching my head for a few minutes, hehe. 
 
could you change it back to use the bounding boxes sizes for entities that come with the .fgd? Right now it uses as boxes ones that are the size of the model, but the collision boxes are different on most cases which makes harder to map as you do not know if they fit where you put them or not or if they are in the right position for something. They are also sized in xx.xx numbers.

Ignore Groups (IG)

Allows to move brushes in a group without ungrouping. Present in VHE since the very beginning (AFAIR) and in JACK too, of course.


Then its definitely not that what happened to me. If it were it should have been happening for years, not when i updated the program. Also pressing by mistake ctrl+Shift+W is near impossible, taking into account i don't use any of those keys at all in JAcK or Hammer.

I will investigate more into the matter and come back.

Zoom Jumping

Don't bump the numpad. It instazooms to different levels.


Whats that? Looks like it does match the second problem i reported, but I searched around in JAcK and could not find anything similar. 
Vote On Greenlight For Game Whit Jack Support ! 
Selection Issue 
So I'm running J.A.C.K. on a laptop, and all seems fine except trying to select a brush or object within the 3d or 2d view will freeze J.A.C.K. for a few seconds, then finally selects the desired object. It also freezes for the same amount of time when deselecting an object. Everything else, including manipulating objects, resizing, texture application etc is instantaneous as it should be.

I'm running JACK 1.1.1064 on Windows 10, Intel GPU and CPU. All configuration settings are correctly configured for Quake. Any idea on what could be the issue? 
 
Have you tried disabling hardware acceleration? 
But 
There is no hardware acceleration. 
I Got The Same Thing... 
It makes selecting multiple vertices quite irksome. :^( 
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 :) 
 
So MalwareBytes keeps tagging the JACK exe from Steam as having generic ransomware in it ... what's up with that? 
 
The last reply by XaeroX was in January. 
Ask In The Steam Version Thread 
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