|Posted by XaeroX on 2015/12/23 17:58:48|
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).
Changelog of version 1.1.855
Again, thanks for the feedback, some features were added because of your requests.
Merry Christmas and a Happy New Year!
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
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.
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.
@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
You mentioned earlier that the source would be available under GPL license, when will this happen?
I'd like to see support for OS X, as this would be the only tool to do so except for GtkRadiant�which, to be honest, isn't my ideal editor.
Don't Forget About TrenchBroom
Sorry for plugging my own tool in this thread, XaeroX ;-)
I think TrenchBroom is the best choice.
I need my 2D. Jackhammer rocks.
netradiant, bisnitches. Just seems to take less button presses to do what you want.
This supports brush validity restriction in vert manip mode...lack of that was what what stopped me using hammer before...I might try this again then.
Eh, it's all muscle memory.
I Think He Meant For OS X
Solid Render Problem
So i was trying to work with the blue background textures
I converted them to func_wall/func_illusionary and i have put rendering to solid and 255 FX
The blue part of the texture is still visible, i tried and other methods...
Any chance of getting a download link with the previous version until this gets fixed?
I noticed a reproducible crash in linux when loading a map from the recent map list, before the check for updates has completed.
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