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JFG-StudioOverview

JFG-Studio

JFG-Studio  is the level and modpack editor for Jet Force Gemini: Recompiled . You build levels on your own geometry, place the game’s objects, set up planets, triggers, weapons and music, and press Play: Studio builds the .nrm, installs it into the port and starts the game in your level.

The Studio editor: menus and toolbar at the top, Hierarchy left, Scene centre, Inspector right, Prefabs bottom
The default layout, with the example world's Zephyra Landing open.

The layout

The editor works like a game engine’s: dockable windows you can drag, tab together or close (Window menu to get them back, Window › Reset layout for the default).

WhereWindowsFor
TopMenus, toolbarFiles, undo, tools (Move, Rotate, Scale, Region, Water, Patrol), Play, Validate
LeftHierarchyThe open level’s objects, squads with their members under them
CentreScene, Level Graph, Planet, Models, ScriptsThe 3D view of the level; the other tabs for the whole project
RightInspector, Level, Kinds, Triggers, WeaponsThe selected object’s fields; the level’s settings; project-wide content
BottomProject, Console, PrefabsLevels and planets; build and validator output; everything you can place
Bottom edgeStatus barProject name (with * when unsaved), level, selection, errors, tool, last message

Every window is described on Windows and tools.

The toolbar: Hand, Move, Rotate, Scale, Region, Water, Patrol, Local, Snap, Floor, grid size, Play, hero, Validate
The toolbar. The highlighted tool is active; its key is in brackets.

How a project becomes a mod

Edit

Everything you make is saved in a project folder (my_planet.jfgproj): levels, objects, planets, kinds, triggers, weapons, scripts, music and your geometry. It holds no game data: only your own files and references such as stock:objtype/0x78 (the game’s BlueAnt).

Validate

Studio checks the project against the game’s rules as you edit: the Console lists every problem, and clicking one selects the object it’s about. Errors stop a build.

Build

Build › Build pack writes build/<mod id>.nrm. The build reads your ROM for the entries your pack copies, imports your geometry with the game’s own track importer, and writes the pack’s files.

Play

Play (or Build › Play in game) builds a copy of the project as it is, unsaved edits included, installs it into the port’s mods folder and starts the game in the open level, at the selected start point, as the hero chosen next to the Play button. Only your pack is loaded for that run.

Keys

KeyDoes
Q W E RHand, Move, Rotate, Scale
G T PRegion, Water, Patrol tools
FFrame the selection (or the whole level from above)
Delete, Ctrl+DDelete, duplicate the selection
Ctrl+Z, Ctrl+YUndo, redo (per level)
Ctrl+S, Ctrl+OSave, open
Right mouse + WASD, Q/EFly the camera (down / up); Shift for 3× speed; the wheel changes speed
Middle mouse dragPan
Alt + left dragOrbit around the selection

Good to know

  • Undo covers level edits only: objects, the Level window and Water-tool geometry. Planets, galaxies, kinds, new levels, triggers, weapons and scripts have no undo yet, so save often.
  • Scripts save separately: press Save script before switching to another script file.
  • No delete in the UI for levels, planets or kinds yet: remove their files from the project folder.

Next: Your first planet, or open the example world.

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