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Posted by XaeroX on 2015/07/21 00:20:28 |
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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These Are TB Specific Attributes
Some Minor Things
#85 posted by czg on 2015/10/04 15:22:42
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
#86 posted by XaeroX on 2015/10/04 16:03:18
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.
#87 posted by czg on 2015/10/04 16:12:24
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
#89 posted by XaeroX on 2015/10/11 13:06:21
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
#90 posted by XaeroX on 2015/10/18 20:19:33
#91 posted by JneeraZ on 2015/10/19 00:50:00
Connect Entities ... nice!!
XaeroX
#92 posted by mankrip on 2015/10/19 04:47:45
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
#93 posted by XaeroX on 2015/10/21 18:14:49
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?
#95 posted by XaeroX on 2015/10/21 20:04:44
Suggestions
#96 posted by mankrip on 2015/10/23 06:53:50
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
#97 posted by mankrip on 2015/10/23 06:53:52
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
#98 posted by Vondur on 2015/10/27 19:37:57
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
#99 posted by DaZ on 2015/10/27 19:39:22
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.
#100 posted by Rick on 2015/10/27 19:46:47
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.
Is it a known bug in version 1.1.700 that duplicated compile configurations are synchronized? I'd like to be able to make a new configuration by using Run Map->Edit->Copy and then just changing a few things, but any changes I make to that copy are being applied to the original as well.
Thanks For Reports!
#102 posted by XaeroX on 2015/10/28 08:28:09
ItEndsWithTens: thank you, it was a silly bug with shallow copying of QList. Now it performs a deep copy, and everything is ok. :)
Rick: the same behavior can be achieved in JH, use "Paste Special" and tick "Paste at center of original" checkbox.
I'll fix the annoying problem with messing up depth coordinate of pasted object, thanks for the suggestion.
#103 posted by XaeroX on 2015/10/28 08:30:05
To avoid synchronization of duplicated compile configurations in 1.1.700, simply restart JH after the copy, to allow saving/reloading them from disk.
Noob Question / Feature Request
#104 posted by ericw on 2015/10/28 19:44:40
It would be awesome if, when resizing a brush in the 2d view, there was a live preview in the 3d view, or even just a wireframe that live updates (like the clip tool - the 3d live preview there is really nice.)
The use case for this is resizing or creating a brush so that the size lines up with some borders or features in the texture. I'm new to hammer-style editors so maybe I'm missing something too :-)
#105 posted by Orl on 2015/10/29 05:08:59
Resizing, or manipulating a brush in vertex mode shows a 3d live preview.
#106 posted by Amran on 2015/11/01 06:43:00
Finally taking the chance to jump in and try out Jackhammer. :)
One question I have is how to set up textures with their directory paths. I'm using a Quake2 gametype, and have a set of texture directories I'm adding. In Jackhammer however, the directory name isn't showing, and loading a level I've started shows only the checkerboard texture. (A surface might be assigned 'bricks/brick1', but Jackhammers texture browser is only showing me 'brick1'.)
Any tips would be appreciated!
#107 posted by XaeroX on 2015/11/01 17:17:52
I didn't have problems when making test maps for Quake 2. Jackhammer should use a directory name also for a texture name. Would you mind give a screenshot of game configuration window ("Textures" tab)?
#108 posted by Amran on 2015/11/01 19:23:23
Thanks for the quick reply, pretty sure it's something I'm not setting up properly that's throwing me off here!
Here's how I have the textures specified in the options dialog. I'm wondering if it's because the 'textures' directory should be selected rather than the individual directories within, but when I do that Jackhammer finds 0 textures:
http://www.ogier-editor.com/files_dod/Jackhammer_Options.jpg
And the texture browser:
http://www.ogier-editor.com/files_dod/Jackhammer_Browser.jpg
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