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JMF (Jackhammer Map Format): Difference between revisions

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(KV length is just a Worldcraft limitation, not an RMF one)
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{{stub}} {{non-valve engine|engine}}
{{stub}} {{non-valve engine|engine}}
The '''Jackhammer Map Format''' ('''JMF''') is a binary file format used by {{jack|4}} to store map project data before being exported to [[MAP]], like [[RMF]]. Unlike RMF, JMF supports objects being part of multiple visgroups, and {{quake3|2}} patch meshes. Additionally, it can store [[path entity|paths]] in a slightly different manner, optimized for Jack's [[Path Tool (Jack)|Path Tool]].
The '''Jackhammer Map Format''' ('''JMF''') is a binary file format used by {{jack|4}} to store map project data before being exported to [[MAP]], like [[RMF]]. Unlike RMF, JMF supports objects being part of multiple visgroups, and {{quake3|2}} patch meshes. Additionally, it can store [[path entity|paths]] in a slightly different manner, optimized for Jack's [[J.A.C.K./Path Tool|Path Tool]].


== Structs ==
== Structs ==

Revision as of 18:38, 18 September 2024

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This page documents information about an engine not developed by Valve. This information is documented here because it has technical and/or historical relevance to Valve's engines.

The Jackhammer Map Format (JMF) is a binary file format used by J.A.C.K. J.A.C.K. to store map project data before being exported to MAP, like RMF. Unlike RMF, JMF supports objects being part of multiple visgroups, and Quake III Quake III patch meshes. Additionally, it can store paths in a slightly different manner, optimized for Jack's Path Tool.

Structs

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See the TWHL wiki page linked below.

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