Formerly the "QUAKE 2 Engine", with pioneering innovation in 3D environments, a few of id Tech 2's most notable features were out-of-the-box support for OpenGL hardware-accelerated graphics (in addition to the traditional software renderer), and colored lighting effects. Games created on this engine technology include QUAKE II, Hexen II, Heretic II, Sin, Soldier Of Fortune, Half-Life, Kingpin and Anachronox.

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Blog RSS Feed Report abuse Latest News: Jackhammer 1.1: new cross-platform level editor continues to evolve!

19 comments by XaeroX on Jan 1st, 2015


Greetings to ModDB community!
Our team worked hard in 2014, and today we are proud to release an updated Jackhammer 1.1, both for Windows and Linux. Now it also supports 64-bit architectures and, finally, id Tech 3 (Quake III) engine based games. The support of Quake, Quake II and Half-Life was also improved. Linux version of Jackhammer is fully compatible with the official Linux version of Steam Half-Life. Just set things up, make a map and play it under your lovely operating system!

What is Jackhammer?

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.
We present you the latest public alpha - version 1.1.500. Despite not all the ideas being implemented and not all the functions being completely error-free, you are already able to download almost fully functional version of the editor, install and evaluate Jackhammer in action. Please don't forget that alpha 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.

Supported Games

Jackhammer currently supports the following games/engines:

  • Half-Life (GoldSource)
  • Quake (Quake engine)
  • Quake II (id Tech 2)
  • Quake III (id Tech 3)
Win32 Jackhammer 1.1.500 (Windows)
Linux Jackhammer 1.1.500 (Linux, 64-bit)
Linux Jackhammer 1.1.500 (Linux, 32-bit)

Screenshots



Features

Here is a list of the new editor version's features. The list of new abilities is far from being complete, therefore don't hesitate to look through the habitual menus and dialogs thoroughly!

  • Large memory addressing support: 64-bit version on the editor overcomes the 2 Gb memory limit. Now you can store more history items and undo more recent actions.
  • Realtime Texture Effects: transparency, texture animation and scrolling support promotes a higher grade of perception of a level under development. Now one can estimate translucency of windows not only in a game, but also in the editor. You will be able to see your Quake III shader scripts almost the same as in the game! Along with that, special rendermodes of textures in Half-Life models are supported.
  • Embedded Shader Editor: now the creation process of shaders for Quake III and other games based on its engine becomes delightful. You can not only preview effect changes in real time, but also utilize such convenient features, as automatic source code formatting, syntax highlighting and keyword auto-completion.
  • Curved surfaces: the editor supports curved surfaces (patches) used in games based on Quake III engine, and also contains instruments making work with them easier: rotating around a control point, randomizing control points, and other.
  • Path Tool: a new instrument considerably facilitates the process of creating paths for trains, mosters and other objects. You can copy and paste paths in a map, join and split them, invert and convert to linked set of entities.
  • UV-Lock: the new feature emulates 3D model editor functionality where texture coordinates are bound to vertices. Although such emulation is not completely possible, the editor sometimes allows to achieve previously almost impossible ways to texture faces, e.g. skewing a texture along with a brush side.
  • Autosave: you can setup autosave function to protect your project from editor crashes or own design errors.
  • Lots of improvements: the new version contains lots of bugfixes and improvements in comparison with the previous release! The editor became much more stable and functional!
UV-Lock Demo

And more new features that were present in the editor from the very beginning:

  • Cross-Platform Editing: the editor is being developed on a cross-platform Qt framework and is available both for Windows and Linux users. We do our best to provide the same level of comfort to Linux users, revealing them finally a convenient level editor!
  • Extensibility: the editor supports plugins to extend its abilities. Plugins can be very versatile: from new brush primitives, texture and model formats to new game configurations with their own import and export formats. Plugins can share the functionality with each-other: so that WAD3 texture format used by Half-Life can be easily "plugged" into Quake and used along with its "native" WAD2 format, certainly with compilers that also support it.
  • Game Formats Support: because of flexible plugin system the editor supports many formats of game resources and correctly displays them. They are models of different formats(Quake MDL, Half-Life MDL, Quake2 MD2, Quake3 MDL and ASE), sprites (Quake SPR, Half-Life SPR, Quake2 SP2), map sources (MAP, RMF). There is an ability of import and export in RMF format preserving most of its specific features (object colors, grouping, visgroups), so that Jackhammer can be used along with VHE.
  • Color Schemes: the editor's look-and-feel can be easily customized using the color schemes, both predefined and user-created. Almost all colors in viewports are customizable - from a background color to a color of Vertex Tool bullet's frame. Besides a general color of the application's window can be altered. In addition one can define his own presets in a configuration file.
  • Large Map Support: the editor enables working with levels of large size, up to 262144 x 262144 units, now it is simply set up in the Preferences. Now one can easily crate levels for mods with a support of large outdoors.
  • Multiple VisGroups per Object: hence an object can exist in several visgroups. In Jackhammer, VisGroups are never created automatically upon hiding a level fragment: hide/show mechanism doesn't rely on grouping anymore. However VisGroups allow to hide certain logical groups of objects along with color coding, in other words, act as a regulation tool.
  • Textures Bound to Game Configurations: one more important innovation is texture binding to game configurations instead of a global texture list. This feature allows, for example, address different WAD files in different mods and work with them independently.
  • Loading Resources on Demand: to speed things up, the editor precaches the resources on startup. However within a considerable amount of game configurations this process may take a long time. To deal with this issue, there is an option to precache only the resources needed in the immediate work. Working with a Half-Life level, the editor precaches only models and textures for this game, saving system's memory. Upon loading a Quake level, Jackhammer will add its resources to the load.
  • Additional Instruments: along with Worldcraft/Valve Hammer Editor instruments one got used to, the editor supports some specific features: either original or adopted from Radiant's ideology. For example, there are such new functions, as brush merging, scaling texture lock, validity restrictions in Vertex Manipulation mode, model rendition in 2D viewports (including the translation/rotation preview), scaling models with Alt key pressed. On a new level creation, the editor prompts for a basic room, which is very convenient for validation of a game configuration or, perhaps, testing specific entities.
  • Extended FGD Format: the file format describing game entities was extended for the specific needs of Jackhammer. For example, the new format enables displaying angles of entities using arrows, rendition of light sources as octahedrons, and introduces a help system for entities and their parameters. You can extend your own FGD per existing samples (e.g., halflife.fgd distributed with the editor).
  • Miscellaneous: the editor supports precise selection of models in 3D viewport, loading and rendition of portal files (*.prt), assigning a random yaw to entities, multiple texture fitting, texture replacement with scaling, context menus for entity creation and many other pleasant little things, and there is no good to enumerate them all. Just install the editor and look at your own!

Prospectives

Currently we are developing Jackhammer in close interaction with a new version of Volatile3D II Engine. In the next major release one can also expect general feature updates, such as customizable keyboard shortcuts, embedded BrushScript system, and others. We also plan to add support for other games and engines.
If you are developing a game and need a special plugin for Jackhammer to be developed, don't hesitate to contact me via ICQ or ModDB private messaging system.

Disclaimer

Jackhammer is not based upon any existing level design software; it uses neither any proprietary code nor results of decompiling and/or reverse engineering of the proprietary software; reconstruction of design and functionality of Valve Hammer Editor is intent because many modders got used to the familiar look and feel.

Useful Links

Please visit the official website for more information, F.A.Q., articles and manuals.
Feel free to join our ModDB group to recieve minor news and updates.
There are also plans to add Jackhammer to Greenlight, so don't forget to watch my Greenlight Workshop! If you support other our projects, this will be also very nice.

Our team is pleased to see you amongst the Jackhammer users!

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Post comment Comments  (10 - 20 of 26)
doomguy668
doomguy668 Nov 28 2011, 11:09am says:

what engine that valve made half life beta?

0 votes     reply to comment
Juniez
Juniez Feb 16 2012, 11:19pm replied:

modified quake 1 engine

+4 votes     reply to comment
Guest
Guest May 3 2013, 8:47am replied:

This comment is currently awaiting admin approval, join now to view.

Merseybeat
Merseybeat Dec 23 2014, 2:55pm replied:

It's really the same thing.

+1 vote     reply to comment
crazyb2000
crazyb2000 Dec 11 2010, 7:01am says:

This engine is supposed to be open source but I have searched everywhere and haven't found a download. If you're going to put something up saying it's open sourced post a download or link will ya?

+3 votes     reply to comment
bayo
bayo Dec 12 2010, 5:05am replied:

ftp.idsoftware.com/idstuff/source/
id Tech 2 is the engine of Quake 2.
(prefix it with ftp : // i can't post URL ATM)

+6 votes     reply to comment
RangerC
RangerC Dec 1 2010, 10:21am says:

For everyone who thinks Half-Life is based off id tech2:
Thats not really true, vale had license for Quake One and Quake Two Engine, but half-Life just uses the RAD lightning from Quake 2, and this Map feature which lets you go back again to the last map. The rest is from Quake and highly modified.

+4 votes     reply to comment
hogsy
hogsy Dec 30 2010, 11:09am replied:

Apparently the story goes that they initially were hoping to use the Quake 2 engine however eventually decided to license the QuakeWorld engine. They brought over many fixes and changes from the Quake 2 engine however.

+5 votes     reply to comment
Justin123991
Justin123991 Jul 3 2010, 5:53pm says:

I wanna make a indie game with this, how do i get it?

+3 votes     reply to comment
Justin123991
Justin123991 Jan 31 2010, 5:17pm says:

How do I download

+2 votes     reply to comment
Feared
Feared Oct 2 2009, 1:10am buried:

(buried)

Quake I > Quake II
Quake III > Quake II

-8 votes     reply to comment
mod_noob
mod_noob Sep 10 2008, 2:50am says:

Correct me if I'm wrong but wasn't Half-life bast on quake not quake 2.

+6 votes     reply to comment
TehGuy
TehGuy Apr 8 2010, 4:11pm replied:

At first it was. Later along the production, Valve coded their own engine (the goldsrce) to make the game better.
Pretty sure there are some code similarities between the quake and goldsrce engines..

+4 votes     reply to comment
K|CkUrBuTToX
K|CkUrBuTToX Oct 11 2008, 5:13pm replied:

Half life used the quake engine as a base, as did the Quake 2 and 3 engines.

+7 votes     reply to comment
zerocreatorz
zerocreatorz Jun 15 2010, 9:42am replied:

thats why if half life modders want to sell their full conversion mods they should just build their own engine off the quake one seeing as its now open source for developers...

+5 votes     reply to comment
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Platform
Windows
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id Software
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Released Dec 5, 1997
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Highest Rated (2 agree) 7/10

Great Engine with Great games built from them. Set the par for along time along with spawning of fantastic games. This engine has held its self against many other engines at the time of the release and even now. 7/10

Jul 27 2010, 10:00am by Kyou.

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