RF Map Toolkit (Custom Maps)

Junior Spellweaver
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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)
  • Custom mesh (blender/3dsmax) to .bsp converter (multi threaded)
    - allows creation of new maps
    - fully embedded or linked texture support

  • 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

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).

XxJoYZL - RF Map Toolkit (Custom Maps) - RaGEZONE Forums


lVRPtmH - RF Map Toolkit (Custom Maps) - RaGEZONE Forums
 
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New additions
  • Collision and barrier editing now added, editing existing barriers or creating new ones. With edges snapping together
  • Models from Blender can now also be imported and auto converted into the .r3e, r3t and r3m files

Work in progress
  • Importing and auto converting .bsp's from blender.
 
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Work in progress

  • Auto conversion of the r3m/r3t for the bsp's
  • Test out some custom maps and fix any export issues
  • Fix movement issues on new bsp's
 
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New additions

  • Conversion of embedded textures and generation of .r3m .r3t and .lgt

Work in progress


  • Particle effect placement
  • Linking of shaders for water and lava
  • Animated geometry
 
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I am looking for help from someone who is able to remove fog from ether map, and could you please send me the file fix.
Alyx Can help me?
Fog is controlled by .r3x you can just remove this from your map folder on the client. You will lose any lens flare effects too, but fog will be gone.
 
New additions
  • map objects (trees, vehicles, custom meshes)
  • Playback of map animations in the 3D editor
  • Effect placement
  • Improved lighting (directional lights)
  • Skyboxes
 
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This is purely a development thread, nothing has been sold or released as the project is still mid development. Fully custom correctly lit maps is a complex task especially when writing the software from scratch
 
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