obj export but it still can only read textures from the Quake engine folder (pak, pk3 files). It is pretty much the most modern of the "Radiant" level editors and is well suited for Quake. My personal recommendation would be NetRadiant Custom. In which case there are better alternatives suited specifically for Quake (ironically OpenRadiant is not the best for Quake since it is now too generic!) some are: it should be good for.Īs for actual games (i.e modding existing games), most of them that allow for loading custom maps interestingly enough are usually based on Quake or Unreal engines. Pretty much any game engine that can import. While I imagine that, with the talk about file formats, you could use your tool for any game (granted coding an importer that reads these files), are there games you can map for, out of the box? Can you use it as an alternative to Trenchbroom and make Q1 maps? Mostly because quite a lot has moved on since the old Quake III mapping tools that used to do this and I needed a few extra features so I thought I would just re-implement my own. fbx or any of the hundreds of different formats you might need).Įdit: The lighting is baked using a bespoke (but fairly primitive) ray tracing tool. I am also thinking about making a few menu items to launch the map in Maya or Blender to make for easy workflows (and they can then export to. Later on I plan to export it as a single file WebGL website so you can dump it on web servers. The renderer is written in OpenGL and isn't anything too special. So I wrote a very simple renderer to run the map and move around to explore. Traditionally, when making maps with id Software's Q3Radiant, you typically place a few things about and then can test it in a single mouse click which will start up Quake III Arena (or derivative) and load the map you have been working on to test out "in-game".īecause OpenRadiant is now completely separate from Quake, it seemed a shame to lose that ability to quickly test it. So to fully understand, you also have your own renderer? It is free and I thought others might enjoy it. So if you are interested, please check it out. Yes, some of it is probably a bit too much for this tool to handle but nonetheless I have been a long time lurker on these forums and have seen some great stuff. Perhaps this tool could help you migrate any cool levels you created for Quake or Half-Life (perhaps back in the day or even now!) to other engines. Being able to knock up test scenes in a matter of minutes is really great. A bit hacky my next step is to just provide an fbx exporterįamiliarizing myself with the original GtkRadiant codebase has been difficult but I really enjoy using the tool. obj format to provide lightmap coordinates. That format is fairly minimal but widely supported.įinally I have replaced the older Q3 lightmap baking stuff (the q3map2 compiler) with my own called "Raptor Bakery" (Or you can use Blender's, Maya's, etc anyway because they can all import. obj (wavefront) exporter making it easy to read directly into other modelling tools as part of your build pipeline. As just one example, rather than read Quake 3 data files, instead it reads from a standard filesystem (as you would expect a normal 3D modeller to do). So I decided to dive in and start considerably hacking at the GtkRadiant level editor source code. ProBuilder and UE4 brushes got close but I don't find it generic enough to be able to use the same tool for a number of different game engines I typically use for many of my projects. Level editors for Quake era games such as Worldcraft and QERadiant originally got me interested in game development and even to this day, as a programmer I find Blender and others a little less fun to use than those original tools were.
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