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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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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 :-) 
 
Quick bug report! Another thread just reminded me I never mentioned this here, my apologies.

For my entry in Map Jam 6 I used a custom executable as part of my compile chain, running once before CSG and again after BSP. It did what it needed to do, but I found that custom build steps in Jackhammer seem to treat the first parameter you specify as a literal string even if you're using JH variables.

In my case the "Parameters:" field of my custom step was set to something like this:

$path/$file $path/$file.temp.$ext --parameter "argument"

Althought the second item was replaced successfully, the first one ($path/$file) was sent along to the executable as a literal string, leaving me needing to hardcode the path to the current map in every build configuration I had. 
Thanks For The Bug Report 
Yes, there was a problem with parameters' replacement: actually only one occurence was replaced. It will be fixed in the next version. 
A Couple Of New Features Of The Upcoming Version 
 
Connect Entities ... nice!! 
XaeroX 
I must remember to post some suggestions here� Jackhammer is fascinating, and it's great to see that it's being actively developed. 
New Feature 
Good news for those Radiant users who betrayed their favorite editor and migrated to Jackhammer. (Well, if there are none, at least that's about me. ^^)
Finally the famous Radiant feature is added: preservation of entities' internal connections on cloning/copy-pasting. It is optional, of course.
watch video 
Supporting. Def Files 
Should be a consideration 
Why Not Use Def2fgd? 
Suggestions 
Alphamasked textures support. Detect them by scanning for the color 255, rather than relying on the character "{" in the filename, so alphamasked animated textures can also be supported. I can give you some code for this.

Sort animated/switchable textures by frame in the texture browser, rather than by name.

Don't filter the textures in the texture browser.

Parse the compilers' output for error messages, and add a way for the user to (right) click on them to focus the editor's Windows in the indicated coordinates (possibly with auto-selection of the problematic object/entity). 
Suggestions 
Alphamasked textures support. Detect them by scanning for the color 255, rather than relying on the character "{" in the filename, so alphamasked animated textures can also be supported. I can give you some code for this.

Sort animated/switchable textures by frame in the texture browser, rather than by name.

Don't filter the textures in the texture browser.

Parse the compilers' output for error messages, and add a way for the user to (right) click on them to focus the editor's Windows in the indicated coordinates (possibly with auto-selection of the problematic object/entity). 
Copypaste 
i wish there's some sort of controllable paste, for example, if i'm in the top view, paste goes on the same Z height, same applies for other windows.
cuz now it's nightmare, i have to move paste every time to the previous Z height... 
Yeah 
This would be lovely.

Also, a similar thing, and it *sort of* works right now but pasting something to where your cursor is on the 3d view. 
 
In Radiant, default paste data includes the exact coordinates of the copied item(s). Anything pasted into a different map will be in the same location it was in the original map. There is also the option "Paste to camera" if you want. 
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