What is Jackhammer?
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)
Screenshots
Features
- 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!
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
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
Useful Links
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!
Awesome news, loving the uv lock, such a time saver!
Been looking forward to Quake 3 support; I'll give it a try.
Sorry, but whenever I try to save loaded texture wad packages in the settings and then restarting Jackhammer the tool freezes and then it crashes.
I found a problem- one of the texture wad file won't load because it's crashing the Jackhammer. However it 's been working fine in a previous version. The wad file name is "deathmission", and its size is 13.1 MB.
I have no clue why it isn't working in new version. I have some more wad files loaded with even bigger size and it's working just fine.
Maybe it's damaged in some way? Removing this file from a list fixes the problem, but I critically need it on my map I've been previously working on.
May I see this wad?
Mirror.quadranet.com
There is problem with "+0~ice_game" texture. Removing it solves the problem. However I can't see anything special in this texture.
Thanks!
Yes, there seems to be a bug in JH.
To avoid it, add texture named "+4~ice_game" to your WAD file. There is a broken animation chain, and that's the reason.
Thank you! That did the trick! It would be nice if Jackhammer could report an error of this kind so mapper may know why it's crashing.
And one more think- thank you for adding a feature I asked for (locking size of previously selected brush when creating a new one (e.g. brush creation in "x/y" view will copy a "z" position from previously selected brush- that little trick saving a lot of time when creating complex rooms and corridors with the same wall height)). Also thank you for UV-lock feature- it's really helpful, Valve Hammer Editor lacks of this feature.
You are welcome. :)
That kind of crash is not reported because it is actually an infinite loop which subsequently leads to "program stopped working" and stuff.
This would be epic for Source...
One more question. Is there any changelog available with new features in this version? I'm still finding new features and I'm wonder if there is more to reveal :D
No, there is no changelog. I'm too lazy to keep one up to date. ^^
Is there a tutorial or something like it for the Paths Tool? It would be a really useful tool if I had any idea how to use it, in hammer or jackhammer, I just click with it and nothing at all happens.
Click to select existing path nodes, Shift+Click to create new nodes. Select node and press "Ins" key to insert a node. There are some additional operations available in a context menu.
Great! It works really well, I especially like that I can convert it into entities!
It would be nice to be able to manipulate the camera facing like we are in hammer, this is very useful when aligning oranic textures to the view direction.
NONE of my Half-Life maps compile, it just displays the command prompt every so often saying that it failed.
Plan to make support for "return to castle wolfenstein" and "wolfenstein enemy territory"? The editor is very good. Thank you very much.
>> "return to castle wolfenstein"
Doesn't it work? Did not test it, but it should.
Having trouble configuring this editor for Quake 3. It asks for a .wad file for textures, but I haven't found one in any of the game's .pk3 files. I'm also not sure how to set up the compiling tools.