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  1. 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
  2. I certainly like the idea of it. I do admire the efforts of Khronos trying to push a new open standard. I suppose what remains to be seen is if people accept it or not. One thing I have learnt so far is that often the most annoying file formats to deal with seem to become the ones that everyone wants! As it stands, OpenRadiant -> .obj -> Blender -> gltf might have to suffice. I suppose with a decent script for Blender to also add useful metadata (lights, entities), it isn't a bad workflow. OpenRadiant does also write out a .ent file along with the .obj providing that information
  3. Heh, absolutely rough! So I have it working with the "text" fbx format but the binary format is horrendously undocumented. For the binary format (i.e the one people generally want) in the past I have used Autodesks FBX SDK for a few previous projects but it seems a shame for it to only support a couple of platforms. I was looking at this: https://github.com/jskorepa/fbx which looks fairly good but it is one of those things that will permanently be playing catchup with the vendors latest format. That said, backwards compatibility is pretty good for 3D modellers so it might not be a problem
  4. Many thanks I have been working on and off with it for a good number of years. Mostly just hacking in features as and when they are needed. I (and a few of my colleagues) actually use it for a number of projects we work on commercially (even though most of us are programmers by trade). However up until recently it has been very rough and almost every second button we would click on would cause it to crash. That is why I thought I would finally clean it up before it would be anywhere near worth sharing I have some quite cool plans for it in the future, ranging from the obvious o
  5. 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, inst
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