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OpenRadiant: A Heavily Modified Quake III Level Editor For Any Engine
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 lot less fun than these original tools were. ProBuilder and UE4 brushes got close but I don't find it generic enough to use the same tool for the number of different game engines I typically use.

So as a side project, I decided to considerably hack at the GtkRadiant level editor source code and turn it into a more generic 3D content creation tool. 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.

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, Mayas, etc anyway because it exports to .obj).

Basically you can easily port your Quake maps to other engines.

So if you are interested, please check it out. It is free and thought others might enjoy it!

http://thamessoftware.co.uk/openradiant/
Congrats 
Interesting project. Surprised no one has done this before. 
Thanks! 
I was fairly surprised too. I actually started this project some years ago because I got tired of waiting for someone else to do it!

For a long time I was using it (even in a couple of commercial projects) in a pretty terrible state. I finally got some time over Christmas to polish it up a little. 
 
how does the lightmap baking work? Does the program do the unwrapping, and apply it to UV2? how would I use it in Godot, for example, or Urho 3D? 
 
Pretty much, it unwraps all the faces, for each fragment it does a ray intersection between each light in the scene and works out the distance, the lights strength and if anything is blocking it.

It is currently set via code to do zero reflections and is multi-threaded so is pretty fast (could even be real time I suppose).

The preview program that it runs to let you test the map then reads this second lightmap in and uses it for shadows. (I have both an OpenGL version and a 100% pure software rendered version I made for a games jam.). If you are familiar with the .obj wavefront format, the lightmap coordinates are stored as an extension as 'vl' entries. 
 
Actually I have a nifty video of the software renderer using the generated output here:

https://www.youtube.com/watch?v=iW6P5hAKeoM 
Well 
I am sure a very few will get use from this but thanks 
Sounds Interesting 
Cannot agree more with the statement about general 3d tools lacking that which some Quake editors have. 
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