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Jackhammer 1.0 Public Alpha - New Level Editor
Jackhammer is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. Jackhammer does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile3D II engine, that is why its second name is Volatile Development Kit.

Jackhammer is being developed since August 2013, that means the editor is very young. But the team of professional programmers and testers is ready to present the public alpha within four months. Despite not all the functions being implemented, not all the planned games being supported and only a small extent of the new ideas being realized, today you are able to download, install and evaluate Jackhammer in action. Please don't forget that alpha is the first, quite a raw version, and may contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions! In addition, you can provide Jackhammer with financial support, donating funds for the further development.

This version supports Quake, Quake II and Half-life.

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Features

DOWNLOAD - Win32 now, Linux in future.

Quoth FGD for Jackhammer

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If there were no sprite, the light entity (solid octahedron) would also change color depending on its color key. That's similar to Radiant's behavior. 
Token Too Large Error During Compile (no Bsp Generated) 
This is caused by not allowing for over a certain number of .wad files. Hammer allows up to 5, apparently Jackhammer only allows for 1. Ideally the number should essentially be unlimited but realistically 10 should be more than enough.

I like to segregate my textures into categories. For example generic (hint, skip, clip, trigger, solid black and so on) skies and liquids, animated, blue and grey, brown and green, tech (or base) and so on. Mainly this is to keep from having repeat textures in the texture browser without having to make a custom wad file for each map ahead of time. 
What Compilers Are You Using? 
Jackhammer allows for as many WAD files as you wish. However Q1 compilers distributed with Jackhammer (that are capable of handling map format 220) can't read more than 1 wad file, this is a limitation of original Id's Quake compilers. 
 
I used it as you guys "Shipped" it. I'll try it with a different set of tools, probably tyranns as they seem to be the most up to date (although I know that a lot of people stand by TXQBSP). You might want to do the same on your next release (or at least cover that in the documentation). I already have an updated FGD file for Hammer that uses all of the extra features in those tools such as sunlight (angle, color and intensity keys added to the Worldspawn) and func_detail brushes plus it can use hint and skip textures. I can just copy and paste those entries into the provided Jackhammer FGD.

Also for some reason the "Studio" option in the FGD isn't working for me but it may be at my end as I have it running on an older laptop without good shader support (plus I really don't need that feature anyway but I though that I'd mention it as long as I'm commenting on the editor anyway).

None of these things are deal killers but as you move on out into beta they should probably get addressed as they are really simple "Fixes". 
It Would Be Easy To Add Support For Multiple WADs 
But our coder that works on compile tools is too busy. He promised to add this support one day, but I'm not sure he meant "in 2014".
What do you mean by "Studio option isn't working"? There are several reasons why models are not displayed, the most common are mentioned in the FAQ. Console window should contain the details: at least, there will be errors if the editor can't load models. 
Tyrann's Tools 
support Valve 220 and multiple WAD files, don't they? 
Never Heard Of Them 
But if they do, then that's a good choice. 
Http://disenchant.net/utils/ 
 
 
Ok. I guess that I was looking at the wrong models (specifically the player, wall torches and flames). My mistake.

Tyranns tools seem to be working ok. You might want to ask him if you can include them in your install package. They are open source so I would imagine that as long as you don't charge money for the editor package that he wouldn't have a problem with it.

Http://disenchant.net/utils/

One thing that's handled better by Jackhammer are the compiling flags like -extra4 for light. Hammer 3.3 doesn't like adding those type of things but so far Jackhammer seems to handle them just fine. 
Nice! But I Don't See Linux Versions Of Tools... 
Why do people disregard this OS? VHLT tools (latest compilers for Half-Life) don't support linux either. :(
Btw, in Jackhammer, you can add command-line parameters directly to the tool path, after the file name, in Game Configurations->Build Programs. Or, you can use "Expert" mode with your own presets. By default, "Extra" mode of LIGHT adds "-extra", not "-extra4". 
 
Tyrann's tools built on Linux just fine! But that's a good criticism, the website does not mention it. I'll mail him. Grab the source from git and it's done. ;) 
Had A Go 
After an initial failure with compiling( i screwed up something with the wad and or fgd files). I reinstalled yesterday and made half a small map. With a funny basic idea, but have to redo it since i came across some things i didnt think about at first. But OMG almost like worldcraft! Great even an idiot like me can get soemthing together!
(and atleast as important seems my system can handle it) 
 
I'd like to send you an updated .fgd that works with your editor (tested by myself so take that for what it is...) that includes things like detail brushes, some of the advanced lighting options in Tyranns tools (not models because quite honestly I'm not seeing the difference) and so on but I don't read Cyrillic so your forums are essentially useless for me.

If you want to take a look at it I'm at zombie dot abe dot vigoda at gmail and I'll send you a copy. 
WAD Saving Prob. 
Dunno if this is related, but I'm having problems keeping my custom texture WADs in the configuration (every time I re-open Jackhammer, I have to reload them and delete Quake.wad under the Game Profile tabs), and always end up with the message "Failed to write: C:/Program Files (x86)/Jackhammer/VDKLayout.dat Access is denied." after closing the .jmf... 
Configs Are Read-only 
Please install Jackhammer to the directory where you have write permissions. 
Many Thanks. 
All your configs are belong to me, now ;D 
RE: WAD Saving Prob. 
This is solved in Win7 by running Jackhammer as administrator. (Rightclick->Properties->Compatibility->RunAsAdmin checkbox.) 
Admin Covers A Multitude Of Sins 
 
Tried The Update... 
Much better. A lot of the little annoying bugs are gone now. Still a minor annoying bug with flying around in the 3D view. Don't fly for too long or it will kick you out of it.

I have a question. The viewport is sluggish. If you hit "O" (oh as in doe), it displays the FPS in the top right corner of the 3D view. Why am I only getting 20-30 FPS? For some reason it slows way down to 4 frames/sec if I fly out and see the whole level at once. Why is it so slow? There are only 41007 faces visible, 82673 total so far. I can play Crysis 3 at max settings with my dual NVIDIA GTX 450's and still chuck out around 15-20FPS. Why is the viewport so slow? 
FPS Limit Is Intentional 
30 fps is usually enough to preview HL model animations. There is a complex update/FPS management to save CPU usage (especially when you enable power saving option).
By the way, there is no need to run Jackhammer as admin. Just install it into any writable directory, e.g. "My Documents", and everything will work fine. 
Hammer To Jackhammer 
I have the 1.0.155 version. I have a large map, I get the too many visible objects error with Hammer 3.4. So I load up the rmf from Hammer in Jackhammer. Every works fine. I export to map and it will not compile.

Next I export to map from Hammer load in Jackhammer every looks fine. I export to map, will not compile.

Is there a setting I missed to enhance compatibility? 
You Probably Use Wrong Compilers 
Since you didn't tell me enough information (game, compilers, errors), I try to guess.
Original Half-Life, Quake and Quake II do not support large maps, and the compilers shipped with Jackhammer don't support either. 
Re: Compilers 
Jackhammer comes with a stock set of Quake BSP, Light and Vis (circa 1998 I'm assuming). Go get some more recent ones such as Tyranns Tools or the ones that BJP has made instead.

This isn't a fault with the editor proper but hopefully they can fix that with their next downloadable package. It really is a simple fix. 
Sorry Clarification 
Quake1 map using TyrUtils. The map will compile without error from the Hammer map export.
Loading the RMF and then exporting to map in Jackhammer with the same compile tools does not create a correct bsp.

I did try setting the map type hl/tfc same result. World size is 8192.
I could pack it all up (compilers, wad, rmf and batch file) and email somewhere if that would help. 
 
"does not create a correct bsp" - what does it mean? Does test box (the one created automatically) produce a correct bsp with your tools?
"comes with a stock set of Quake BSP, Light and Vis" yes but they are modified for mapformat 220 support, the only format Jackhammer works with (and the only format that supports all JH editing features). 
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