J.A.C.K.
About
What is J.A.C.K.?J.A.C.K. (Just Another Creation Kit; previously known as 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. J.A.C.K. does aspire to be the universal level design tool for classic games. But not only the classics! The editor evolves, there are plans to support Source Engine and Unity.Supported Games
- Half-Life (including mods and Gunman Chronicles)
- Quake (including mods and some Quake-based games, e.g. Hexen II)
- Quake II (including mods)
- Quake III (including mods and idTech3 based games, e.g. Tremulous)
- Cross-Platform Editing: the editor is available both for Windows and Linux users.
- Large memory addressing support: 64-bit version of the editor overcomes the 2 Gb available memory limit.
- Large Map Support: you can create and edit levels with dimensions up to 262144 х 262144 units.
- Extensibility: the editor supports plugins to extend its abilities.
- Multiple Game Formats Support: preview models and sprites of different games, open different map formats, from MAP to VMF.
- Realtime Texture Effects: support of transparency, texture animation and scrolling, and Quake III shader scripts greatly enhance perception during the development stage.
- Embedded Shader Editor: now the process of creation of shaders for Quake III and idTech3 based games becomes delightful!
- Curved surfaces: the editor supports curved surfaces (patches) used in idTech3 based games.
- Dynamic Sky Rendition: the editor renders skyboxes in the same way games do.
- Color Schemes: the editor's look-and-feel can be easily customized.
- Autosave & SteamCloud: configure autosave and cloud save functions to protect your project from editor crashes and own design errors.
- Additional Instruments: brush merging, triangulation, UV-Lock, multiple visgroups, model rendition in 2D viewports, automatic selection in 3D, preservation of internal connections, and many more...
System requirements for PC
Minimum:
- OS: Windows XP SP3 or newer
- Processor: CPU 1 GHz
- Memory: 1 GB RAM
- Graphics: 256 Mb video card
- Storage: 50 MB available space
Recommended:
- OS: Windows XP SP3 or newer
- Processor: CPU 2 GHz
- Memory: 2 GB RAM
- Graphics: 512 Mb video card
- Storage: 50 MB available space
System requirements for Linux
Minimum:
- OS: Linux Ubuntu 12.04, Debian Jessie or similar
- Processor: CPU 1 GHz
- Memory: 1 GB RAM
- Graphics: 256 Mb video card
- Storage: 50 MB available space
Recommended:
- OS: Linux Ubuntu 12.04, Debian Jessie or similar
- Processor: CPU 2 GHz
- Memory: 2 GB RAM
- Graphics: 512 Mb video card
- Storage: 50 MB available space
J.A.C.K. reviews and comments
Translated by
Microsoft from Russian
Microsoft from Russian
I follow the development of the editor from the very first free versions of it and gladly use it for mapping. Jack is the only working alternative to Wordcraft\vhe at the moment, if you are a mappet under the game engine Goldsource. In Addition, Jack is a good alternative for those who are sick of radiants, but who wants to try to draw maps for the Kvekov, up to the third part. Jack also supports some other games on the same engines and even if in his menushki you do not find the game you need, you can try to create a configuration yourself. The Main thing is that you have on hand compilers and Jack supported formats of models and textures of the game.
The Editor is easy to learn, convenient, and for those who pass on it from the original VHE is still and completely accustomed to the smallest detail, except perhaps icons. The Only thing that is missing-the means of rapid migration from the free version to the paid, I will have to re-configure the Xash and the parade. But it only needs to be done once, so it's not scary. At the same time, in comparison with the old "Hammer", the mapper gets a lot of small but incredibly useful ficch. I do not list All, but the most used by me is UV-lock and the ability to pull the vertexes around the axis of one of them on the right button. In Addition to the triangulation of the author thank you very much. Landscapes and roughness of drawing became even easier.
What does this editor lack? Definitely support even more games with BSP architecture levels. In particular, Id Tech 4, for example, which editors undeservedly deprived, and those that are-from the family of Radiants. Plugins. They seem to be, but do not count them, in the tab "plugins" You will find only a few small utilities for converting textures. From the plug-ins I would probably mention exporting the geometry to OBJ\FBX, and importing it back (if at all possible). It is Also desirable to have a metric setting. I Understand that for old games with their system units is irrelevant, but modern engines like UE4 all completely use the metric system, which is necessary in the editor, if you want to do something in it for this engine.
In General, the editor is very cool. Hammer Users-Recommend. In this respect, the author has overbeat even the Sorovsky Hammer, which, unfortunately, is stripped of most of Jack's ficch. In addition, I recommend it to those who want to master the mapping for old games, and in general, cartography as such. You will find nothing more Convenient and easier.
I Have everything.