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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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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
#109 posted by XaeroX on 2015/11/03 21:52:16
It is probably a problem with game directores. Your texture folders' names should appear as "textures/bricks", not "C:/Users/...etc". Are you sure your game directory is set to "DoD Editing"? Please make a screenshot of "Directories" tab also.
#110 posted by Amran on 2015/11/04 06:11:47
I was unsure if that could be part of it, so I moved the texture files into the base game folder.
Here are the options set under configuration. The textures are inside the base games directory.
http://www.ogier-editor.com/files_dod/Jackhammer_TextureOptions.jpg
This is what the texture browser looks like with the above configuration loaded. I notice that Jackhammer displays the textures by their specified name rather than path/filename.
http://www.ogier-editor.com/files_dod/Jackhammer_TextureBrowser.jpg
Here's a surface that should have the above texture (selected in the texture browser) applied to it. It instead displays as missing.
http://www.ogier-editor.com/files_dod/Jackhammer_TextureSurface.jpg
If I save this map, this is what is in the resulting file:
{
"classname" "worldspawn"
"gravity" "800"
"sounds" "1"
"mapversion" "220"
"_generator" "Jackhammer 1.1.700 (vpQuake2)"
{
( 512 0 256 ) ( 512 0 0 ) ( 512 -32 256 ) The Bricks [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -32 256 ) ( 256 -32 0 ) ( 256 0 256 ) The Bricks [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 -32 256 ) ( 512 -32 0 ) ( 256 -32 256 ) The Bricks [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 0 256 ) ( 256 0 0 ) ( 512 0 256 ) The Bricks [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 0 0 ) ( 256 -32 0 ) ( 512 0 0 ) The Bricks [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 512 -32 256 ) ( 256 -32 256 ) ( 512 0 256 ) The Bricks [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
}
It seems to also be saving using the texture name rather than the file path/name. Would this be part of the issue?
#111 posted by Amran on 2015/11/04 06:15:58
I should make the correction that the third image with the surface properties window open is a map I had saved from another editor, while the map file contents which follows is a different one made and saved with Jackhammer.
WAL Files Incorrect?
#112 posted by XaeroX on 2015/11/04 10:07:01
It seems that I've figured it out. Jackhammer takes mip name from WAL file directly. Mip name is likely to be specified as "The Bricks", instead of correct "textures/bricks/thebricks" (or something).
JH works around empty WAL mipnames, but if they are set, it uses them. Sorry, it is impossible to use these textures in JH unless you edit them in a certain way.
Another Suggestion
#113 posted by mankrip on 2015/11/04 11:02:35
Texture filtering option for the 3D view. This would make it easier to prevent and adjust against bad color bleeding when two different textures are used on neighbouring surfaces.
#114 posted by XaeroX on 2015/11/04 19:38:58
What's the different between the suggested feature and already existing option "Filter Textures"?
#115 posted by Amran on 2015/11/05 04:15:39
It seems that I've figured it out. Jackhammer takes mip name from WAL file directly. Mip name is likely to be specified as "The Bricks", instead of correct "textures/bricks/thebricks" (or something).
Looks like removing the texture names from the WAL files corrects this issue, I'll just make an alternate version of the files for use with Jackhammer then. Thanks for the help!
Filter Textures?
#116 posted by mankrip on 2015/11/06 03:13:42
I didn't know; where's this option? When clicking on the "Camera" caption in the 3D view, the only options available are wireframe, filled shaded polygons, textured polygons, and textured shaded polygons.
I'm at my job right now, I'll search for it when I get home.
Mankrip
#117 posted by ericw on 2015/11/06 03:37:49
In the menu go to Tools->Options, then in the "3D Views" tab there's a "Filter textures" checkbox.
:D Thanks
#118 posted by mankrip on 2015/11/06 03:51:11
#119 posted by XaeroX on 2015/11/06 11:48:46
Well, if that's what you need, I would rather make a hotkey to toggle "Filter textures" at any time. :)
#120 posted by JneeraZ on 2015/11/07 13:40:19
I'd like to advocate again for art tablet support. It's -right there-. :) The only thing it does wrong is if I try to use my Wacom tablet to rotate the camera in the 3D view, it's WAY too sensitive and flies all over the place. But it seems usable for everything else.
PLEASE give me the ability to use my tablet for Quake mapping. My shoulder would thank you!
I don't know specifically what needs to be done but it seems like damping the input into the 3D window would just about do it ... everything else, as I said, seems fine.
#121 posted by XaeroX on 2015/11/08 07:50:12
Have you tried to change mouse sensitivity setting in the preferences?
#122 posted by JneeraZ on 2015/11/08 11:58:41
I did. Even dropping it as low as it can go is still way too fast.
#123 posted by XaeroX on 2015/11/08 20:54:43
Would you mind estimating the acceptable sensitivity, as a percentage of JH's sensitivity value = 1 (the lowest)?
#124 posted by JneeraZ on 2015/11/08 21:17:05
Actually, in playing with it ... you know what? I think the main problem may be in the way the viewport handles the mouse.
When using the mouse to rotate the view, it looks like you're re-centering the mouse with each change in rotation. That works fine for the mouse but I think it's wrong for the tablet.
If I confine my initial clicks to the center of the viewport, it feels pretty normal.
If I click to the extremes of the viewport, it goes CRAZY which I imagine is because it's seeing a huge delta from the center of the viewport to mouse cursor.
You don't do that in the 2D viewports and they work perfect ... maybe relevant?
#125 posted by JneeraZ on 2015/11/08 21:19:25
But to answer your question ... currently I'd estimate you'd need 20% of the current lowest speed to feel OK on the tablet. So instead of 1, it would be 0.2 or something. :)
But, as I said above, I think tablet input may require some special handling as it's not exactly the same as a mouse.
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