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- Aug 30, 2022
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RF Map Toolkit (Custom Map Creation)
RF Map Toolkit was started roughly 2 months ago, following on from the engine written for the RF Texture Toolkit but hosting a whole inventory of features related to maps.
Currently capable of editing (updated 04/23)
Work in progress
Major updates will be posted here however up to date progress can be found on
FAQ
Q: what's it made/built with?
A: coded with c++ and Directx 11
Q: Reason behind making it?
A: Got tired of the amount of time it takes to make any edits related to maps, SPT files suck to edit as do dmm_ files and re-linking portals. So wanted to build a modern editor for the game with the features I'd expect to exist. (multiple select/movement, generation of server/client data).
RF Map Toolkit was started roughly 2 months ago, following on from the engine written for the RF Texture Toolkit but hosting a whole inventory of features related to maps.
Currently capable of editing (updated 04/23)
- Custom mesh (blender/3dsmax) to .bsp converter (multi threaded)
- allows creation of new maps
- fully embedded or linked texture support
- Internal ray traced lightmap baking with editor placed lighting
- baked textures generated as lgt.r3t ready for r3e engine use
- dynamic lighting preview before final bake
- Automatic UV generation for lightmaps
- Monster spawning locations and config of spawning areas
- instant search for monsters by name
- automatic generation of dmm files for new spawns
- Portals and linking
- instant search of maps names and portals
- rebuilding of all portal indexes (map.edf)
- Placing of map entity objects
- multiple selection (drag rect to select) and manipulation (scale, rotate, move)
- hold shift and move to duplicate selected object
- Custom mesh conversion for Map entity objects (.r3e) with full texture support
- Collision barrier editing
- multi select and auto connect to form closed loops
Work in progress
- server/client file syncing to ensure new maps function in game without too much debugging
- animated map objects
- advanced material settings (water/lava) and fog
Major updates will be posted here however up to date progress can be found on
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FAQ
Q: what's it made/built with?
A: coded with c++ and Directx 11
Q: Reason behind making it?
A: Got tired of the amount of time it takes to make any edits related to maps, SPT files suck to edit as do dmm_ files and re-linking portals. So wanted to build a modern editor for the game with the features I'd expect to exist. (multiple select/movement, generation of server/client data).
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