Hi all,
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. 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.
So I decided to dive in and start considerably hacking at the GtkRadiant level editor source code. 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). I have also added a "standard" .obj (wavefront) exporter making it easy to read directly into other modelling tools as part of your build pipeline. That format is fairly minimal but widely supported.
Finally 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). I have optionally extended the .obj format to provide lightmap coordinates. A bit hacky; my next step is to just provide an fbx exporter ![]()
Familiarizing myself with the original GtkRadiant codebase has been difficult but I really enjoy using the tool. Being able to knock up test scenes in a matter of minutes is really great. 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. I have been a long time lurker on these forums and have seen some great stuff. Yes, some of it is probably a bit too much for this tool to handle but nonetheless ![]()
So if you are interested, please check it out. It is free and I thought others might enjoy it.
http://thamessoftware.co.uk/openradiant/
Karsten