Previously called the "QUAKE 3 Engine" and one of the most successful licensed engines in history, id Tech 3 was the engine used to create games such as Quake II Arena, Return to Castle Wolfenstein and Soldier of Fortune II: Double Helix. id Tech 3 introduced shaders, curved surfaces, 32-bit color, special effects, bleeding-edge networking and super-smooth speedy hardware rendering.

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Greetings to ModDB community!

Our development team wishes you Merry Christmas and a Happy New Year! As a Christmas gift, we decided to release a new version of our level editor, Jackhammer 1.1.855, both for Windows and Linux. Again, there are not so many features added, but we believe that all of them are of vital usefulness! As usual, we did our best to improve stability and functionality of the editor, fixing lots of errors and granting your requests. If you experienced critical problems with older versions, don't hesitate to update!

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 beta - version 1.1.855. 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 beta 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)
  • Gunman Chronicles (GoldSource)
  • Quake (Quake engine)
  • Quake II (id Tech 2)
  • Quake III (id Tech 3)
Win32 Jackhammer 1.1.855 (Win32 Version)
Linux Jackhammer 1.1.855 (Linux Version, 32-bit)
Linux Jackhammer 1.1.855 (Linux Version, 64-bit)

Features

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

  • Dynamic Sky Rendition: Jackhammer renders skyboxes in the same way games do. In addition, there are layered clouds in Quake, rotating skybox in Quake II, and shader effects in Quake III supported. To facilitate the choice of a certain sky in map properties, a drop-down combo with icons was added.
  • Improved Arch Tool: arch creation instrument got new abilities. Now it allows triangulation upon creation, fitting arches to selection box, estimation of proportions using a grid. Also it is possible to create smooth ramps.
  • Keep Internal Connections: option to preserve internal connections (targetname-target links) in entities during copypaste and cloning (i.e. dragging with Shift pressed) operations.
  • Snap to Grid Revised: subsequent calls to it change anchor point, looping through all eight bounding box points (previously only the lower bounding box point was used as an anchor). In Vertex Manipulation mode this instrument snaps using selected vertices, thus enabling alignment of the whole object that ensures the certain vertex on the grid. In addition, VHE-style snapping to grid during movement of the selection was added.
  • Texture Repeats: added special mode to draw borders of repeating (tiling) textures in a 3D-View.
  • New Curve Types: now it is possible to create for Quake3 such primitives as Exact Cone, Exact Cylinder, Exact Sphere - correct round variants of cones, columns and spheres.
  • Additional Instruments: ability to connect logically two entities using their target and targetname fields using Ctrl+K, separate tie to entities function. Upon automatic creation of the default room, the editor now can paint invisible faces with NULL or caulk texture. Improved Paste function - now it preserves an original third coordinate in a 2D-view.
  • Multilingual Support: switch to your native language when using the editor! Now there is no need to consult a dictionary to find out what either menu command does, or to understand a reason for an error. Presently there are English, Russian and Ukrainian languages supported. Languages can even be switched dynamically without restarting the editor.
  • 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. You can read the detailed changelog here.
Skybox selection & rendition Connect Entities

This video demonstrates dynamic Quake III sky rendition in the editor:

And more new features that were also present in the previous versions of the editor:

  • 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!
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Improved Decal Rendition: you can preview Half-Life decals (colors and transparency) in a 3D-View just the same as in the game.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • Automatic Selection in 3D: you can select multiple objects by pressing mouse button in a 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.
  • 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).
  • Autosave: you can setup autosave function to protect your project from editor crashes or own design errors.
  • Update Check: the editor can automatically check for new version available and notify you, so you can immediately download and install the update.
  • 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!

Jackhammer In Greenlight

Jackhammer was posted to Greenlight several months ago, and we need your support to promote it! Please vote for our project:

Jackhammer in Steam Greenlight

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

Complete changelog of version 1.1.855 can be found here. 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, and to watch some videos showing the editor in action.

If you're already using the editor for your mod or game, let us know, and we'll probably feature you in the next release news!

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Comments  (0 - 10 of 37)
Avoozl
Avoozl

There was also console only games which used ID Tech 3 such as James Bond games like Everything or Nothing and Agent Under Fire, and I think maybe also From Russia With Love since it seemed very similar to EON.

How I wish they were ported to PC to keep them alive, could probably get the map editors to work with them too, custom Co-Op maps for EON would be awesome since that game already has a Co-Op mode.

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eattoast
eattoast

It would be funny and cool at the same time to use custom Quake III models like Mario with that game.

Reply Good karma Bad karma+1 vote
gamehacker
gamehacker

I am very happy to see that Jackhammer is still going :D

Keep up the great work :)

Reply Good karma Bad karma+2 votes
HAELION01
HAELION01

One of the GREATEST engines ever composed...!

Reply Good karma Bad karma+1 vote
ShouldBeNew
ShouldBeNew

Ummmmm Quake II Arena? Isn't it Quake III Arena?

Reply Good karma Bad karma+2 votes
GeorgieeeX
GeorgieeeX

Can you download this game engine ?

Reply Good karma Bad karma0 votes
Jackie362
Jackie362

Great, I can make Free to Play game

Reply Good karma Bad karma+1 vote
FiredFox3
FiredFox3

WHERE IS McGee Alice ???

Reply Good karma Bad karma+2 votes
InStars
InStars

"...id Tech 3 was the engine used to create games such as Quake II Arena..."
We have a TYPO here! :D

But i'd love to see Quake II Arena though ;)

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leilei
leilei

GladiatorBot for Quake2's a pretty accurate approximation considering they're directly related

Reply Good karma Bad karma+2 votes
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Highest Rated (2 agree) 8/10

Awesome lighting effects, a huge particles system, nice t&l and a really dynamical-gameplay, one of the best engines made by id tech.

Oct 11 2010 by ADTeamâ„¢

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