DarkRadiant is a customised version basing on GtkRadiant designed for use with the upcoming Dark Mod, a Thief-inspired modification of the Doom 3 game engine. The project is open source (written in C++).
Massive improvements have been made since development started: a good deal of the code has already been refactored, improved or fully replaced by superior code.
The goal is to provide the Dark Mod fan-mission community with a capable and easy-to-use editor. To achieve this, specialised plugins are being developed to assist Dark Mod mappers with tackling the complex mission creating tasks - we already have Dark Mod-specific plug-ins for editing Stim/Response, Objectives, Difficulty Settings and Conversations.
Here are some key features of "DarkRadiant":
· Highlights include the new or improved browsers for textures, models and skins as well as sound shaders.
· Texture Manipulation tools have been vastly improved and make seamless texturing a matter of seconds.
· A completely new U/V editor for patches is also included.
· All Inspectors have been redesigned/rewritten.
· Light volumes and vertices of projected/point lights are draggable and so on and so forth.
Requirements:
· OS: Windows Vista/7
· Doom 3
What's New in This Release: [ read full changelog ]
· New Features / Changes
· Always-on active layer and related functionality. One is able to specify the active layer by Ctrl-Clicking on a layer button.
· Improved map loading performance.
· The Entity List can be configured to show visible elements only.
· Added "Filter All" and "Filter None" to Filters menu
· A backup of the .darkradiant file is created now when saving a map.
Particle Editor:
· Particle Previewer: added auto-loop mode
· New feature: MD5 Animation Preview Added support for editor_color directives Added real-time render mode to camera view Many D3 shader keywords are not recognized, added support for translate, scale and other time-dependent stages in materials
· Added the ability to filter on entity spawnargs
· Add support for Objective Conditions to Objectives Editor plugin
· Add "Select elements using this shader" option to MapInfoDialog > Shader Info.
· The Entity Inspector is showing the Primitive and Entity number for the selected item
· Bugfixes
· Fixed: Clipping a worldspawn brush in layer A will make the new clipped brush disappear if the preferred layer is not visible.
· Fixed: Delete Node + Delete Layer + Undo leaves node in invalid layer ID.
· Fixed: When degenerate brushes are present in the scene, layer information corruption can occur on next map load.
· Fixed: In .darkradiant files, some nodes might be assigned to non-existent layers. Fixed: New entities not going into expected layer.
· Fixed: Selecting items in a layer also selects hidden ones
· Fixed: Brushes, patches, entities, etc. change layers on their own.
· Fixed: Entities with models in their def ("eclassmodels") are created in the Default layer
· Fixed: Partice Editor Input Fields not properly keeping direct input
· Fixed: Transparent Decal texture invisable when selected
· Fixed: Translucent textures not visible when selected
· Fixed: Placing a background image in grid window is broken
· Fixed: key names are getting cut off in editor_setKeyValue spawnargs
· Tweaks
· Generate color picker for "ambient_light" property
· ASE export script could skip caulk
· Scripts can use the ModelDefVisitor interface now
· Coding / Internal
· Design EntityClassManager module is using a lot of memory.
· Fedora libboost_system-mt linker error.
· Upgrade to Boost 1.47
· Added support for multiple scenegraphs
· Resolved: Brush::buildBRep() performs ColourScheme Manager lookups
· Slow Registry and ColourScheme lookups in Light render methods
· Streamlined model and skin handling for entities
· Fixed a compilation error in g++ 4.5.2