QodotPlugin / qodot-plugin

(LEGACY) Quake .map support for Godot 3.x
MIT License
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Supporting OpenRadiant: A generic "standalone" version of the GtkRadiant editor #117

Open osen opened 3 years ago

osen commented 3 years ago

Hi there,

I recently had some time to clean up our fork of GtkRadiant (called OpenRadiant) and thought you might be interested in it for your project.

http://thamessoftware.co.uk/openradiant/

It is basically a version of GtkRadiant that is no longer dependent on the Quake engine. I.e textures are loaded straight from disk (from the directory containing the .map file) rather than from pk3 files. It exports to obj with its own internal baking (though from what I can see you project loads in .map files directly which is actually much nicer).

In some ways it might be simpler than creating a "fake engine" directory and reusing existing Quake III mapping tools.

Cheers,

DeerTears commented 1 year ago

Hi 😅 I know this is years late but I appreciate the interest. Reading from the map directly is our ethos and definitely isn't going to change, we're not a quake-bound project and our users seem content using Trenchbroom, but including other editors to expand our userbase is totally something we can do.

I see the editor hasn't updated in a few years as well, but if there's a file type or config syntax you use that is different than what Trenchbroom uses (they have their config specs documented in the manual) and isn't too different we can include more options in our definition exports to give your editor better integration.

osen commented 1 year ago

I see. To be fair, reading the .map files directly is a nicer solution. If you already have that in place then you don't really need OpenRadiant. Perhaps there could be a slight convenience that the textures could be stored in the same folder as the .map file during editing, but this feature is unlikely to sway anyone if they already like using Trenchbroom.

OpenRadiant is still maintained as and when needed (though not specifically adding features), so if anyone does specifically want to use it with your plugin and you need some changes on my end, just let me know.

Many thanks for getting back to me :)

Shfty commented 1 year ago

Just chiming in to say I don't think this needs to be closed, since OpenRadiant is - as far as i know, at least - still able edit .map files in a Qodot-friendly way, i.e. isn't exclusively bound to exporting BSP or other processed formats.

The last Radiant variant I looked at (which to be fair, was years ago) was too tightly-bound to Quake 3's structure to be really viable for use with Qodot, but if there's been movement on the agnosticism front then I'd say this is at least worth keeping on the table.

osen commented 1 year ago

My mistake, I accidentally pressed "comment and close" and couldn't quite find a way to undo it (I'm not much of a GitHub web user). However, I now see a re-open button whilst replying to this comment, so will select that.