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Tatu Eugen
Posted on: Nov 20 2019, 01:19 PM


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1. Add entity env_sprite in your map with the following options:
  • Render Mode: Additive
  • FX Amount: 255
  • Sprite Name: sprites/enter1.spr

Attached Image

2. Make a block over env_sprite with texture AAATRIGGER and press CTRL + T and make it: trigger_teleport with the following options:
  • Target: destination

Attached Image


3. Add a destination point, add entity: info_teleport_destination with name: destination
Attached Image


The result in game:
Attached Image


NOTE: Make sure you put entity info_teleport_destination on proper distance betwen ground and other walls, test it and make sure player don't get stuck on teleportation.
  Forum: Tutorials · Post Preview: #179 · Replies: 0 · Views: 18

Tatu Eugen
Posted on: Nov 20 2019, 11:30 AM


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Making light fade effect can improve a lot of visual in map, look on this example:
Attached Image


1. Make a simple block where you want to make this effect:
Attached Image


2. Select block/s and apply texture: C0A0YELLOW, texture must be with black on one side.
Attached Image


3. On the bottom of the block/s apply texture: black
Attached Image


4. Select the block/s and press CTRL + T and make it: func_illusionary with the following settings:
  • Render Mode: Additive
  • FX Amount: 100

Attached Image


The result in game with black on top:
Attached Image


The result in game with black on bottom:
Attached Image
Attached Image


NOTE: When you use additive on functions, black works as invisible. You can use any combination with black.
  Forum: Tutorials · Post Preview: #178 · Replies: 0 · Views: 14

Tatu Eugen
Posted on: Nov 19 2019, 12:13 PM


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In this tutorial i will show you how to make scrolling textures, example: moving stairs.

1. Build your blocks, i do something like this:
Attached Image


2. On the moving platform i apply texture: SCROLL_CONV3
Attached Image


3. Select the moving platform and press CTRL + T and make it: func_conveyor
Attached Image


And you should get a moving platform, of course depends how you build your map for the moving path, i leave you the rmf map file for better understanding.
You can customize how you want.

Attached Image


NOTE: You can build your own textures but the name of the textures must have scroll inside of first texture name. (example: scrolleugen)


Download File(s)
Attached File  func_conveyor.rmf ( 46.38K ) Number of downloads: 1
  Forum: Tutorials · Post Preview: #177 · Replies: 0 · Views: 21

Tatu Eugen
Posted on: Nov 18 2019, 01:40 PM


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I will show you the best way to put models in map.

1. In your map place one entity: cycler
Attached Image


2. Click on it and go to properties, on Model / Sprite press ... and choose one model
Attached Image


3. We need to have something like this now:
Attached Image


4. Clip the model with CLIP TEXTURE so player can't go through model in game. Example:
Attached Image


5. Go to cycler properties and copy the model path
Attached Image


6. Change the cycler entity with env_sprite
Attached Image


7. Paste the path of the model in Sprite field
Attached Image


Now in game this is the results:
Attached Image


NOTE: Be careful how you use clip texture on your model to clip, players can climb on everything. (trust me)
  Forum: Tutorials · Post Preview: #176 · Replies: 0 · Views: 22

Tatu Eugen
Posted on: Nov 18 2019, 01:19 PM


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I will teach you how to make a dome for interior.

1. Make an arch on your map like this:
Attached Image


2. On top of the arch make blocks like this:
Attached Image


3. Using clipping tool start to cut every edge of the blocks like this:
Attached Image


4. After you finish delete the arch and you have something like this:
Attached Image


5. Select the blocks and press CTRL + M and on X put: 90 and press enter
Attached Image


6. Copy and paste blocks in the same place and press CTRL + M and on Z put: 90 and enter
Attached Image


7. Keep do this untill you get a dome, try different values on Z value, 30, 45, -30, -45, etc.
Attached Image


8. Now easy hide the edges like this:
Attached Image


The final result in game:
Attached Image
  Forum: Tutorials · Post Preview: #175 · Replies: 0 · Views: 21

Tatu Eugen
Posted on: Nov 14 2019, 11:01 AM


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This is very simple just follow my steps.

1. In your map map a block: arch with size: 128x128 in Grid 8 with the following options:
Attached Image


2. On each side from top arch, make a new block like this:
Attached Image


3. Now use use vertex and align each corner to the arch, like this:
Attached Image


4. Pay attention to texture to not fit through block, if have like this just that texture with Texture Application and check: World
Attached Image


5. Delete the arch block you created on first step, select the arcade you just made and press CTRL + M (Hold shift to select more blocks at once). And on X: Put 90, and this is the result:
Attached Image


Now you have a nice arcade in your map, up to you how you customize s0606.gif
Attached Image
  Forum: Tutorials · Post Preview: #174 · Replies: 0 · Views: 29

Tatu Eugen
Posted on: Nov 14 2019, 10:39 AM


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In this tutorial we will learn what some textures can do in GoldSrc engine.

SKY
This textures is the texture of the sky, so if you want sky in your map you need to apply this texture on top block in your map.

AAATRIGGER
This texture triggers things, is used to make functions with it: func_buyzone, func_bomb_target, etc.

NULL
Is almost the same with nodraw from source, this texture remove the other side of the block and increase map performance.

CODE
The NULL texture is one that is removed from the map during compilation, so that it won't exist when you play the compiled .bsp file in Half-Life. You should be able to apply it to any entity or world brush within your map.

The main point of this texture is to use it on faces that the player would under normal circumstances never see, so that those faces will not add to the w_poly count and lower the fps (frames per second) rate (that doesn't mean you can't use it for whatever you want, however). You can also use the SKY texture for this exact same purpose, although it is debatable whether this is actually beneficial. While it does lower the w_poly count, it apparently also lowers the fps rate, thereby defeating its original purpose.

Note that:
NULL textured brushes still block VIS.
If you have a NULL surface on a HULL brush (i.e. a brush acting as the outer layer of your map, sealing it from the void), then in Half-Life the absence of any textured polygon(s) being rendered in that space will cause a Hall of Mirrors effect. This is intended behaviour, and should be accounted for by the mapper.
NULL textures will still block the player in Half-Life (and anything else that should collide with a wall), even though they are not rendered. This is to preserve the collision detection of the entire brush. If you want to disable this, then just make the brush a func_illusionary.
The CLIP texture now works in the same fashion as the NULL texture for backwards compadibility.


HINT
This texture is used to force BSP to create a break in the VIS block. It is used in certain situations to reduce r_speed values, although misuse can increase r_speed values. The HINT texture is applied to only one face of a brush, the other faces must be SKIP, and the whole brush is known as a "hint brush".

SKIP
The SKIP texture is used to cover all the other faces of a brush which have a face with a HINT texture. The SKIP texture is non-solid and has no special effects.

BEVEL
This texture acts like a NULL texture but also doesn't expand when generating clip hulls. It can be used to eliminate exterior corner clipping bugs without using "-cliptype precise" (although "-cliptype precise" is still the recommended method for removing clipping errors, as this feature is experimental).

CLIP
Hidden blocks in your map who block players but don't block entities like weapons/grenades.

ORIGIN
This texture help things to rotate after it, for example a door with origin block in middle, the door will rotate based on the origin placement.

!WATER / {INVISIBLE
Having ! in front of names is water textures, adding a little animations on texture but you can't use two textures or water if you use this.
Having { in front of names is textures with invisible area when you use options: Render Mode: Solid and FX Amount: 255

+1, +2, +3, etc.
This textures works as one texture imagine a gif animation from multiple images, +0tv is the first image, and continues with +1tvb, +tvc, etc.
Attached Image

Textures with lights
You can set your own light textures from lights.rad read tutorial...
  Forum: Tutorials · Post Preview: #173 · Replies: 0 · Views: 33

Tatu Eugen
Posted on: Nov 12 2019, 09:23 AM


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Maybe you see some maps with same but different textures looks like this:
Attached Image


  • You need a new .txt file named after map like this: css_dust2_detail.txt
  • You need to know every texture name for add in txt file.
  • You need to change actual texture with new one


CODE
// Detail texture map by Your name
// [texture name]    [detail texture name]        [hscale]    [vscale]

prodwllb             detail/concreteground         2.1         2.1
regcap1              detail/pilar                  1.0         1.0
residBwall01         detail/residwall01a           2.0         2.0


prdwillb is original name texture,
detail/concreteground.tga is the new texture file located in gfx/detail (without .tga in txt file)
2.1 is the height scale of the texture
2.1 second is the width scale of the texture

If you create a texture like original one you can use 1.0 scale for both height and width
Or change values and test in game how it looks
256x256 dimenssions for texture is a good size
  Forum: Tutorials · Post Preview: #172 · Replies: 0 · Views: 48

Tatu Eugen
Posted on: Nov 11 2019, 07:34 PM


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Very simple tutorial for making ladders. You can do it anywhere, let's start s0606.gif

1. Make a simple block with texture: {LADDER1 who looks like this:
Attached Image


2. Select this block and press CTRL + T and make it: func_illusionary with the following options:
  • Render mode: solid
  • Fx amount: 255


Attached Image


3. Over this func_illusionary build a new block with AAATRIGGER texture like this:
Attached Image


4. Select new block you just created and press CTRL + T and choose: func_ladder

Now you get a new ladder in your map:
Attached Image

  Forum: Tutorials · Post Preview: #171 · Replies: 0 · Views: 62

Tatu Eugen
Posted on: Nov 11 2019, 07:15 PM


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Very simple tutorial how to make a rotating door.

1. Make your door from block tool.
Attached Image


2. In one end of the door add one block with texture: origin (valve/halflife.wad)
Attached Image


3. Hold CTRL and select both: door and origin block, next press CTRL + T and choose: func_door_rotating
Attached Image


4. Go to func_door_rotating properties and make this options:
  • Move sound: Squeaky 1
  • Deelay before close: 5


And you get a nice rotating door in your map:
Attached Image
  Forum: Tutorials · Post Preview: #170 · Replies: 0 · Views: 65

Tatu Eugen
Posted on: Nov 11 2019, 04:02 PM


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Making water is very simple, i will show you in this tutorial.

1. Create a block with texture of water, some water have ! prexif in front of name (!waterblue), you can use any texture for water. The ! prefix let water texture to have some small animations on it.
Attached Image


2. Select block and press CTRL + T or right click on it Tie to Entity and select func_water
Attached Image


Now in my map i have water:
Attached Image


You can customize this water little bit, go to properties of func_water and do this options:
  • Render Mode: Texture
  • FX Amount: 100
  • Contents: Water
  • Wave weight: 0.1


And i get this water in game:
Attached Image


Note: Water is not water, is just a block wich don't let you jump and get hp lost, with some animations on texture.
Attached Image


Warning: Too much water is not good for your map perfomance, drop fps can be a cause of too much func_water
  Forum: Tutorials · Post Preview: #169 · Replies: 0 · Views: 55

Tatu Eugen
Posted on: Nov 11 2019, 12:43 AM


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Sometimes when you get an error in hammer you can see some coordinates in compile log, i will show how to go to that coordinates.

Compile your map and go to coordinates:
Attached Image


You can find coordinates in 2D top:
Attached Image


(-530.094 1312.000 -97.000)

  • -530.094 - is the X horizontal
  • 1312.000 - is the Y vertical
  • -97.000 - is the Z height


If nothing is on that coordinates take a look on close things, in my case i deleted this block and error is gone:
Attached Image


You can go to Z height in front window from Hammer.
When you find the problem: delete or rebuild. Or put something else there!
  Forum: Tutorials · Post Preview: #166 · Replies: 0 · Views: 56

Tatu Eugen
Posted on: Nov 10 2019, 10:03 PM


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When i was creating de_immortals map for CS 1.6 i wanted to add a sound on every round, but the problem was this sound play only in very first round and then never untill map changed again.
de_immortals
Attached Image


1. Somewhere in your map make one small block and make it: func_door

Add the following settings in func_door > properties:
  • Name: reset_manager
  • Target: reset_manager

2. Somewhere in your map add one entity: multi_manager
Add the following settings in multi_manager > properties:
  • Name: reset_manager

Press smart edit and add:
Key: start
Value: 0.1

Add new one:
Key: start#1
Value: 0.9

Info: Value 0.1 means this functions starts at 0.1 second and 0.9 stops on 0.9

3. Adding your stuff, my stuff was that sound i tell you on top of the page. So i add entity: ambient_generic with the following properties:
Class Info
  • Name: start
  • Path: de_immortals/start.wav
  • Volume: 10

Flags
  • Play everywhere: checked
  • Start silent: checked
  • Is NOT looped: checked


This was only my case, you can change my sound with your entity/function that don't works on every round s0234.gif
  Forum: Tutorials · Post Preview: #165 · Replies: 0 · Views: 72

Tatu Eugen
Posted on: Nov 10 2019, 09:42 PM


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This tutorial may only works for Counter-Strike and Czero, just because back in time they don't added fog to the Half-Life 1, they added in CS. By the way, try to keep this settings for entity, it may be stop working with higher values in density. Again, this tutorial maybe works for other games/mods but is not tested by me, only for CS Steam/Non i tested.

1. Somewhere in your map add entity: env_fog

2. Select env_fog and go to properties, do the folowing steps (use smart edit button):
Attached Image

Attached Image


This is the result:
Attached Image


Note: If fog is not visible type in console: gl_fog 1

Should works fine, you can change rgb color of the fog, adjust density lower, i try with higher and don't works for me.
Some CS clients have some protections and fog/effect may not works.
  Forum: Tutorials · Post Preview: #164 · Replies: 0 · Views: 47

Tatu Eugen
Posted on: Nov 10 2019, 10:36 AM


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Rain:
In your map go to entity tool and somewhere place in the map: env_rain
Attached Image


And i get:
Attached Image


Snow:
In your map go to entity tool and somewhere place in the map: env_snow
Attached Image


And i get:
Attached Image


Cloudy:
You need to know/have a sky texture with clouds, i use: drkg from cstrike.
Attached Image


You need to set the light, in my oppinion no sun shadows is okay. Add somewhere in your map: light_environment and go to properties and set:
  • Pitch Yaw Roll: 0 0 0
  • Pitch: 90
  • Brightness: 174 174 174 100


And i get:
Attached Image


  • Note: Weather can be disabled by player with cl_weather 0, if you want more rain/snow you can set betwen 1, 2, 3, where 3 is max flakes on the screen for example.
  Forum: Tutorials · Post Preview: #163 · Replies: 0 · Views: 61

Tatu Eugen
Posted on: Nov 10 2019, 01:41 AM


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Some walls can be too basic, you can add some detail on them and looks nice and better visual.

1. Add border to the walls:
Attached Image

Attached Image


2. In the middle or lower cut the wall and on bottom add other texture:
Attached Image


3. Add some wall structures
Attached Image

Attached Image


4. Change texture with one with more details on it:
Attached Image


5. Add border for the floor/ground:
Attached Image


6. Add decals on the walls:
Attached Image

Attached Image


7. Add special/invisible textures on the walls:
Attached Image


Attached Image


8. Add neons, just cut like a border and add a textured light:
Attached Image


9. Improve texture colors saturation:
Attached Image


10. Add some effects like i did in css_cache:
Attached Image
  Forum: Tutorials · Post Preview: #161 · Replies: 0 · Views: 49

Pinned: Model
Tatu Eugen
Posted on: Nov 9 2019, 11:23 PM


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If you want to add server in this forum please complete the next fields in new topic.

CODE
Server adress:
Server port:
Players/slots:
Open time:
Server mod:
Anti-cheat:
Server country:
Server website:
  Forum: Servers · Post Preview: #160 · Replies: 0 · Views: 64

Tatu Eugen
Posted on: Nov 9 2019, 10:53 PM


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Lights can be the success of the map. Dark maps is hated by everyone almost, hard to see the enemy and boring to die everytime from...nowhere.

I will show you some tricks and tips for better map light and better gameplay.

Improve lights from lights.rad
You can set every texture with custom light, change power of lights, and all about light textures.

Open lights.rad and set what you want
Attached Image


Let me explain:
indfff1 255 230 125 3000
Where:
indfff1 - texture name
255 230 125 - rgb color code
3000 - power of the light

Indoor lights for example i use this texture:
Attached Image

In my lights.rad i have this settings for this texture:
+0~FIFTIES_LGT2 204 242 253 15000

And results in:
Attached Image


15000 power is maybe too much but i wanted light walls, maybe 5000-10000 is enough. Just try and see the best results.

Improve dark corners/walls/spots
Changing texture is easy, change with more bright one.

or you can do some tricks, add a small details like a short wall wich is bright:
Attached Image


Attached Image


Light in vents is a must, always i do something like this:
Attached Image


General map light
Try to keep light_environment over 150 in general, bad lights is bad map.
Attached Image


Compile parameters
In most maps i use this settings for final compile:
CODE
-texreflectscale 0.5
-extra
-bounce 50

Attached Image


You can find more options for compiling here: click me
  Forum: Tutorials · Post Preview: #159 · Replies: 0 · Views: 49

Tatu Eugen
Posted on: Nov 9 2019, 10:50 PM


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QUOTE (afpromania @ Nov 9 2019, 11:36 PM) *
Ai uitat un lucru important dupa parerea mea si de cele mai multe ori (99%) motivul pentru care o harta are drop fps si anume: nu sunt block-urile lipite de sky, si automat apare eroare la generarea luminozitatii, probleme cu entitatile, samd. s0234.gif


Credeam ca vine de la sine... o sa editez umpic s0201.gif
  Forum: Tutorials · Post Preview: #158 · Replies: 2 · Views: 748

Tatu Eugen
Posted on: Nov 9 2019, 10:48 PM


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Salut, si eu sunt din Ploiesti, 29 ani, adica locuiesc aici acum s0253.gif s0253.gif s0253.gif

Bun venit, poate faci si o harta s0253.gif
  Forum: Introduce yourself · Post Preview: #157 · Replies: 3 · Views: 103

Tatu Eugen
Posted on: Nov 9 2019, 09:47 PM


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In this tutorial i will teach how to build spiral staircases, is very simple just follow my steps t2039.gif

1. In hammer go to Block Tool and on Object choose arch, and create one with 4 units size in grid 8, with number of side betwen 12 and 16.
Attached Image

2. After you create this block, make it 16 units.
Attached Image

3. Right click on this block, and select ungroup.
Attached Image

4. Move one block 2 units up, do this for all blocks.
Attached Image

5. If you need more stairs, or less stairs just copy/remove from them.
Attached Image

You can customize how you want of course, this is my style of how i do it.
That's all, very easy to do it.
  Forum: Tutorials · Post Preview: #154 · Replies: 0 · Views: 43

Tatu Eugen
Posted on: Nov 8 2019, 04:48 PM


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Now you can easy found mapping tools on TEMAPS website, a lot of tools can be found on TOOLS page in main menu.

Everyone can add tools in specific categories.
  Forum: News · Post Preview: #153 · Replies: 0 · Views: 138

Tatu Eugen
Posted on: Nov 7 2019, 10:29 PM


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SLEDGE DOES NOT SUPPORT THE SOURCE ENGINE
The Sledge Editor currently only works on Goldsource - that is, the Half-Life 1 engine from 1998. It does not work on HL2, CSGO, Gmod, or any other Source-based game.


What is Sledge?
Sledge is a completely free and open-source replacement for Valve's Hammer Editor, with a focus on compatibility with the Goldsource engine. The purpose of Sledge is to offer advanced editing features from later versions of Hammer and other editors and make them available to all users, regardless of which engine they choose to use.

Sledge uses the same file formats as Hammer does (RMF, MAP, VMF) and maps are compatible between both programs. The editing process is almost identical to Hammer, the hotkeys are the same, as well as many of the screen elements and dialogs. Switching to Sledge will not be difficult for users who are familiar with Hammer.
Attached Image


Sledge Requirements
  • Windows 7 or higher
  • Microsoft .NET 4.7.2 or higher (Download Here)
  • DirectX 10 compatible graphics card
  • FGD for the game of your choice
  • Note that WINE/Mono for Linux and Mac is not supported.

Attached Image


Advantages of Sledge
  • Sledge brings many editing features available in Hammer 4 into the Goldsource editing environment.
  • It is built using modern frameworks and libraries, and is tested on modern operating systems.
  • It is constantly being enhanced and new features are always being added.
  • It is open source, which means the source code is available to everybody to modify and improve.

Attached Image


Features in Sledge
  • Runs on modern operating systems and graphics cards
  • Can take advantage of multiple monitors
  • Full support for Goldsource editing
  • Reads and writes RMF, MAP, VMF files
  • Complete compatibility with Hammer maps
  • Proper decimal precision for sub-grid geometry
  • Support for large maps
  • Support for multiple visgroups per object
  • Automatic visgrouping
  • Improved texture browser filtering and display options
  • A huge number of settings to customise to your liking
  • ...and much more!

Attached Image


Extremely Customisable
Don't like the colour of the grid lines? Prefer your background colours to be blue? Want to automatically switch to the selection tool after you create a brush? How about changing the hotkeys? Sledge has you covered for all this and more!
Attached Image


Sledge Public Beta
Sledge is currently in beta stage, so it may be unstable and some features are missing. Missing features include:

Model loading
Cordon clipping during compile
Built-in support for prefabs/instances
Automatic detection of game configurations
Source Support
The current milestone is to fully support Goldsource editing. Once HL1 editing is stable, work to add support for Source will begin. Sledge does not support Source currently.

Future Possibilities
Because Sledge is open source, the possibilities for future expansion are endless. Some popular ideas include the following:

Collaborative editing and multi-user support
A plugin system and support for scripting
Built-in support for version control systems like SVN and Git
Powerful displacement editing tools
A complete 'Sledge SDK' containing other editing and creation tools based on the Sledge code base
...and anything else you can think of!
Attached Image

Download File(s)
Attached File  SledgeEditor_v2.0.7.2.rar ( 3.34MB ) Number of downloads: 5
Attached File  sledge_sourcecode.zip ( 3.76MB ) Number of downloads: 4
  Forum: Resources · Post Preview: #152 · Replies: 0 · Views: 63

Tatu Eugen
Posted on: Nov 7 2019, 10:22 PM


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J.A.C.K. 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. J.A.C.K. 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 Volatile engine, that is why its second name is Volatile Development Kit.

J.A.C.K. is being developed since August 2013. Today our team is ready to present the latest public beta - new version 1.1.1064 (changelog). 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 J.A.C.K. 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 J.A.C.K. with financial support, donating funds for the further development.

We are pleased to see you amongst the J.A.C.K. users!

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

CODE
Hexen II Support: now the editor supports Hexen II, the game based on Quake engine. There are compilers, FGD file and palette in the install package. Game configuration of the editor is identical to Quake's.
VMF Format: now one can import and export maps in VMF format; this is a Source engine format. Although the support is still in beta mode, and not all the features are supported (e.g. the editor can't process Displacements), you can use the feature to transfer your projects between VHE4 and J.A.C.K., and also to include other utilities to the development pipeline (e.g. HammUEr - an UE4 plugin).
User Cameras: now it is possible to place, move and delete user cameras, like in VHE. There is also an ability to load and save such cameras to JMF, RMF and VMF formats.
Triangulation: a special command enables triangulation of non-planar faces that frequently arise during vertex manipulation. This helps to get rid of many "Invalid Solid Structure" errors, and to facilitate creation of curved columns and other complex geometry using vertex rotation tool. Simply triangulate your complex stuff after you're done. This command, along with others, is added to a new context menu in Vertex Manipulation mode.
Incremental Save: a new version saving command automatically adds version number to the file name. Such behaviour is familiar to 3DSMax users; it enables easy creation of checkpoints during prolonged project development.
Improved Entity Report: now hidden entities in "Include Hidden Objects" mode are marked in italic; also there are Hide and Unhide buttons added, to hide and show selected entities. Besides the dialog remembers last parameters entered, even between sessions.
Advanced Patch Texturing: Naturalize and Set patch texturing functions now account not only for scale, but also for shift and 90-fold rotation (i.e. 0, 90, 180 and 270 degrees). Along with that, Set function now performs in "naturalized" mode, i.e. taking into account segment lengths. These features greatly facilitate texturing of curves in Quake 3.
Other Useful Stuff: tabs in Texture Browser, ability to hide triggers and unknown entities, ability to "lock" texture axes in Scale Vertices operation during vertex manipulation, display of selection center in status bar, tear-off mode for submenus, support for deformVertexes autosprite and autosprite2 in Quake 3 shaders, and many more.
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. You can read the detailed changelog here.

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), 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 J.A.C.K. can be used along with VHE.
Archive Support: J.A.C.K. 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 J.A.C.K., 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, J.A.C.K. will add its resources to the load.
Dynamic Sky Rendition: the editor 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.
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. Шt is possible to create such primitives as Exact Cone, Exact Cylinder, Exact Sphere - correct round variants of cones, columns and spheres.
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.
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.
Keep Internal Connections: option to preserve internal connections (targetname-target links) in entities during copypaste and cloning (i.e. dragging with Shift pressed) operations.
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 J.A.C.K. 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.
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, Ukrainian, Byelorussian and Polish languages supported. Languages can even be switched dynamically without restarting the editor.
Miscellaneous: the editor supports precise selection of models in 3D viewport, loading and rendition of portal files (*.prt) and hull files (*.p0-p3), 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!

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Tatu Eugen
Posted on: Nov 7 2019, 10:11 PM


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View, edit texture, open, save models, and more.

This tool works for all goldsrc games and mods

Only for models/skins
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