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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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#59 posted by XaeroX on 2015/08/28 02:28:37
Ok, but snapping cylinders and spheres to large grids may result in coplanar faces and overall bad looking geometry. There is even an option to turn grid snapping for created primitives off at all ("Don't snap primitive points to integer grid").
However you can create a cylinder one quarter of its original size (with snapping to integer grid turned on) and then scale it by four (using "Transform" dialog or manually resizing). After that its vertices will lie on 4 unit grid.
#60 posted by ptoing on 2015/08/28 03:03:39
Don't see how it would cause problems with cylinders. Spheres, yeah, those can be a mess already without being on a bigger grid.
Making a smaller piece and then scaling up is a decent workaround.
#61 posted by XaeroX on 2015/08/28 11:59:20
Here is an example of problems with 256x256 cylinder when snapping to 4 unit grid: image. The larger is grid, the less subdivisions will cause problems.
OK
#62 posted by ptoing on 2015/08/28 12:59:48
That makes sense, thanks for clarifying.
TAB, But No Shift+TAB
#63 posted by adib on 2015/08/28 23:42:30
I wanna stop asking things the UI wasn't meant to do.
So, I found a comfortable way to use Jackhammer: one maximized window, split in two views: one 3D and one toggled between top/front/side.
But since TAB toggles between 2D layouts, SHIFT+TAB could toggle backwards, don't you think? So far, SHIFT+TAB just gives focus to something else. Isn't it inconsistent?
Request Accepted
#64 posted by XaeroX on 2015/08/29 02:46:24
Added Shift+Tab to toggle backwards, thanks for suggestion.
Also added Tab and Shift+Tab shortcuts for 3D views, to change rendermodes.
Wads
#65 posted by ionous on 2015/08/29 05:06:52
So I tried using the JH 'extract textures' feature, but where does JH deposit the created wads?
Oh, and for some reason JH won't recognize Zerstorer.wad. Any idea why this could be happening?
Figured Out The Extract Textures Thing...
#66 posted by ionous on 2015/08/29 05:09:52
Just not why zerstorer.wad won't work.
Ionous
#67 posted by ptoing on 2015/08/29 06:05:03
I take it your wad is actually named zerst�rer.wad with the o-umlaut. If you rename that to o or something it will work. I reckon it is a unicode or otherwise text encoding issue.
And It Is!
#68 posted by ionous on 2015/08/29 06:36:31
Thanks! MFX also pointed me in the right direction.
Please Support Jackhammer On Steam Greenlight!
#69 posted by XaeroX on 2015/09/14 10:54:19
Spawnflags Request (again) :D
#70 posted by DaZ on 2015/09/14 12:03:33
I was working with a Quake mod the last few weeks that has no fgd file for it and contains a shit load of new and important spawn flags for most entities, this made JH essentially impossible to use for this project as I can't access the spawnflags for entities to set it manually :(
Pleeeeeeease? :)
#71 posted by XaeroX on 2015/09/14 12:42:05
Spawnflags should always work at "Flags" tab even if unnamed/not defined in FGD. First checkbox in a first column sets spawnflag 1, second checkbox in a first column - 2, third - 4, then 8, 16 and so on.
Greenlight Voted
#72 posted by ijed on 2015/09/14 17:11:19
#73 posted by Joel B on 2015/09/14 20:46:03
Voted, although I'm not clear on whether this means that Jackhammer is going behind a price wall?
There Will Be No Walls
#74 posted by XaeroX on 2015/09/14 20:58:41
Steam version can get some useful Steam-specific features such as cloud backup storage and automatic update system, which helps to deliver hotfixes ASAP.
I'm not sure of pricing policy yet, but I promise there will ALWAYS be a FREE version of Jackhammer (and opensource in future) outside Steam. Just like now.
Odd Behavior With Texture Rotation.
#75 posted by czg on 2015/09/14 21:12:54
http://i.imgur.com/60ipi3H.png
Brush A is created, rotated without texture lock, then the texture is manually rotated to fit. This seems to do the rotation with world projection as expected.
Brush B is the same brush moved a bit without texture lock, behavior as expected, nothing weird here.
Brush 1 is created unrotated, then with texture lock on, rotated 45 degrees. This seems to do the rotation in the face projection rather than the actual texture rotation parameters. As expected, as that's the easiest way to get it right.
Brush 2 is the same brush moved a bit without texture lock. The face projection data seems to be lost as soon as it moves. This is highly undesirable! I don't know how you store your projection plane per face, but it looks like it's simply lost somewhere here.
#76 posted by XaeroX on 2015/09/14 21:24:24
2czg: yes, there is a bug. Thank you, I'll figure it out.
#75
#77 posted by Kinn on 2015/09/15 00:39:07
czg map incoming.
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
Voted!
#78 posted by adib on 2015/09/15 07:22:16
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
#79 posted by primal (nli) on 2015/09/15 12:18:25
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
#80 posted by XaeroX on 2015/09/17 17:46:40
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?
#82 posted by XaeroX on 2015/10/04 13:06:16
Jackhammer doesn't support such features as model(":progs/player.mdl"), therefore it can't properly load the FGD.
#83 posted by XaeroX on 2015/10/04 13:07:57
There was a Quoth FGD previously posted, created specifically for JH:
http://scrama.3dn.ru/files/quoth2scrama.zip
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