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JackHammer Map Editor

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7 years 1 week ago - 7 years 1 week ago #316 by Copy-Cat
Replied by Copy-Cat on topic JackHammer Map Editor

One thing that Worldcraft can do that this can't do is move around the map while the texture editor is open.

I noticed that too.

By default "Arrow keys nudge selected objects/vertex" is on.
I like using arrow keys to navigate the 2d views.


+Feature: Transparencies
triggers now can be transparent to view objects behind them.

+Feature: View/Hide entities names in 2d view.

+Feature: Color Scemes
customize the look of JACK, 3d, 2d views and the UI.

+Feature: Texture Lock
Texture lock on move, scale, and UV

+Feature: Mapped Shortcut keys
Switch Texture tool modes using shift and the [F1 - F9] buttons
Tool box is now Mapped. no more clicking.

-Feature: Prefab Factory
The prefab factory and the create prefab is gone :(


ADDED FILES:
Source files for all plugins, so maybe we can create our own, somethings I would like to see

  • sprites and decals working in 3d view

  • path to $bspdir fixed


  • I will update you on more stuff I find.

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    7 years 1 week ago - 7 years 1 week ago #317 by Slippery Jim
    Replied by Slippery Jim on topic JackHammer Map Editor
    I can't even remember what I did, it was so long ago. I assume that I just edited with Jackhammer and then exported it back into Worldcraft to build. I certainly don't recall any fancy stuff like you posted.

    Nicely done!

    In the end was it worth the effort? Do you think these advantages over WorldCraft/Hammer are worth the effort?

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    7 years 1 week ago #319 by Copy-Cat
    Replied by Copy-Cat on topic JackHammer Map Editor
    I am still in the process of finding all the new features we can use, only time will tell if we have issues.

    I know the prefab factory is gone. :(
    I was going to use this to make prefabs of all the objects to date.

    The source files for the quake and halflife bsp converters are included in JACK. These source files look strikingly similar tot he map.exe, maybe we can brew our own version to lift some limitations.

    Another good question is can we write plugins for JACK. Need to do some research.

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    7 years 4 days ago - 7 years 4 days ago #320 by Slippery Jim
    Replied by Slippery Jim on topic JackHammer Map Editor
    I am trying to replicate your build method and I keep getting an error. I suspect it has to do with the fact that I have a space in the path to my Swat 3 directory. Putting the path in quotes in the BSP texture path doesn't help.

    Code:
    ** Executing... ** Command: D:\Program Files (x86)\GalaxyClient\Games\SWAT 3\Missions\MissionLJack\map.exe ** Parameters: -buildmat -texpath "D:\Program Files (x86)\GalaxyClient\Games\SWAT 3\Missions\MissionLJack\textures" D:\Program Files (x86)\GalaxyClient\Games\SWAT 3\Missions\MissionLJack\MissionLJack.map GEngine Map Builder, build Jun 12 2000 Copyright (c) 1999 Sierra On-Line, Inc. All rights reserved. Error: Cannot open D:\Program.map ** Executing... ** Command: Change Directory ** Parameters: D:\Program Files (x86)\GalaxyClient\Games\SWAT 3 ** Executing... ** Command: D:\Program Files (x86)\GalaxyClient\Games\SWAT 3\swat.exe ** Parameters: -primary -SCRIPT DEBUG.CON -script console.con -ptfile D:\Program Files (x86)\GalaxyClient\Games\SWAT 3\Missions\MissionLJack\MissionLJack.lin -map MissionLJack

    The important part seems to be "Error: Cannot open D:\Program.map"

    It is building the .map and .max file properly. It just isn't building the .scn and the .dat file

    UPDATE: Yup, that was the problem. When I moved Swat 3 to a path that does not include any spaces it built properly and launched fine in the game. Very cool. Huge congrats on figuring this all out. The mad scientist of Swat 3 strikes again ;)

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