Jaded is a community patched fork of Ubisoft Montpellier's Jade Engine, based on the copy originally available here, which is from around late May or early June 2006. The goal of this project is to fix bugs, improve stability and modernize the engine so it can be used by the community.
This project is still very much a work-in-progress and there's a long way to go.
This project is not designed to be used with the original prototype Rayman 4 BF data. While there's nothing to prevent you from using it, just mind that fur will not be displayed correctly until you modify the materials again.
Essentially the flag toggling the fur was set incorrectly internally, which was rectified by Droolie. Instead please use the BF created by Droolie, here.
In hindsight we probably could've fixed this through some sort of migration, but it's a bit late for it now.
Alternatively, the editor does technically allow you to create a completely from-scratch project if you want to, but you're very much on your own there.
Further information on using Jade is available per the raydev.wiki website.
It's not necessary to compile Jaded yourself if you're just interested in using the runtime or editor.
You can either download the latest "stable" release via the Releases section on GitHub.
Or alternatively you can grab the very latest build from a successful job here. Once you've accessed the page linked, click on the latest run and at the bottom is a download from the produced artifact.
Currently Jaded will only compile on Windows, and has only been tested on Windows 10 onwards. Debug builds are recommended instead of release, purely as these can be more stable and will provide you with more information if something goes wrong.
While there are CMake files, these are currently incomplete and instead you'll need to use the Visual Studio project located under Main/Jade.sln.
- Open the solution (
Main/Jade.sln) in Visual Studio (2022+) - Set the active configuration to either
ReleaseorDebug Editors - Go ahead and build the
JadeShellproject (projects under theToolsdirectory aren't necessary) - You should end up with a
Jaded.exein the main project directory
If instead you would prefer to compile the project via the command-line, you can execute the following.
Debug
MSBuild /t:JadeShell /property:Configuration="Debug Editors" /property:Platform=Win32 /maxcpucount Main/Jade.sln
Release
MSBuild /t:JadeShell /property:Configuration="Release" /property:Platform=Win32 /maxcpucount Main/Jade.sln
Interested in helping out? Feel free to fork and open a pull-request, or get in touch!