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. If a terrain section needs to be 'blended' then the normal VIS splits need extra consideration with regards to how many times and where a model is broken down into segments as with all ASE models where ever there is a 'split' like this is creates a hard line which is visible in game (it creates a ' smooth group').Īlso included is an 'editor' checker texture that makes it easier to align the texture over the entire UVWmap.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. In this particular instance the model is broken down into segments for the purpose of allowing texture blending using Q3Map2's ' alphaMod' capability and not for 'VIS' optimisations as would normally need to be done.ĭesign note: AlphaMod is a 'special' shader that's used in combination with a number of different 'value' control brushes which determined how 'strong' a blend is between two separate texture images. When looking at the UVWmap please note that it appears hap hazard as individual units, bear in mind that the 'level' was UVWmapped as one object and then broken down into sections, this allowed better texture alignment. The lanterns are separate ASE models and not included in source. Only the 'terrain' sections were modelled with some small amounts of brushwork being used to 'pad' out or 'humanise' the overall map. The following file is the Blender *.blend file used for use in kat1024 shown above. Zzz_md3-multiplant.zip* required for Q3 play If this happens simply remove the updated version - although it may cause missing assets in kat1024. The new multiplant pack fixes a number of bugs and issues in the original files but it may cause conflicts and or errors with maps you have in your baseq3 that use the old files. \baseq3\ folder before the included *.map file can be opened in Quake 3's editor (GTK, QeRadiant etc.)
Kat1024_assets is a zip file only so content needs to be extracted into your. Info - A small 1024x1024 'terrain' map including *.map file sample map and editor assets to accompany the ' modelling a map tutorial' here.