Quote from blackdog1 hour ago, blackdog said: 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?
Pretty much any game engine that can import .obj files. UE4, Unity, Irrlicht, Ogre3D etc... it should be good for.
As 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. 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:
- TrenchBroom (a modern recreation)
- NetRadiant / NetRadiant custom https://github.com/Garux/netradiant-custom
- Valve's Hammer Editor
My personal recommendation would be NetRadiant Custom. It is pretty much the most modern of the "Radiant" level editors and is well suited for Quake. Interestingly it does also have .obj export but it still can only read textures from the Quake engine folder (pak, pk3 files). However it uses the classic Quake tools (q3map2, etc) to build a .bsp and do lightmap baking, etc before it can be loaded by the game.
Both TrenchBroom and NetRadiant-custom are actually starting to see more "per-vertex" tools, making them really flexible and bringing them more inline with how 3D modelling tools can be used. Makes sense so quake maps can finally move away from their traditional "boxy look" ![]()
You could pass the .map file from OpenRadiant directly through q3map2 .bsp compiler for use in Quake. You could even export to .obj and then use Blender for a few touchups and re-export to .map. It won't be quite as fun though.