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iw3xo-radiant // a radiant modification for Call of Duty 4

This project aims to fix existing bugs, extend functionalities across the board and to replace
the dated MFC/Windows UI with a more modern and flexible UI powered by Dear ImGui.


GitHub release (latest by date)GitHub commits since latest release (by date)DownloadsDiscord


Project Page (Guide / In-Depth)

xoxor4d.github.io/projects/iw3xo-radiant

Changelog

github.com/xoxor4d/iw3xo-radiant/wiki/Changelog


nightly builds - develop branch

(download and install the latest release before using nightly's)
(nightly's may require additional assets so make sure to check pinned messages in the #nightly-builds channel on the iw3xo discord)

build-developbuild-release


If you want to buy me a coffee:

ko-fi


image

image





New features not found within the original cod4 radiant:

  • completely revamped user interface with docking, tabs, saved layouts and more (Dear ImGui)
  • play && edit / create && export effects as CreateFX files right from within radiant (makes effectsEd completely obsolete)
  • Nvidia PhysX integration for dynamic placement of prefabs or physics-enabled effects (can be turned into misc_models)
  • Nvidia PhysX enabled character movement with cod4 movement mechanics (bouncing) character movement
  • d3dbsp loading and bsp/light compilation from within radiant (+ option to compile fastfile)
  • automatically generate reflections within radiant when compiling the maps bsp
  • live link (sync. brushes (with collision), camera and worldspawn settings between cod4 and radiant)
  • mesh painting (xmodels/prefabs) with per object settings, random size, angles, weight etc.
  • 3D guizmo to precisely manipulate entities and brushes from the camera window (ImGuizmo)
  • a prefab browser with the ability to generate thumbnails + drag and drop prefabs into the scene
  • a model browser to preview xmodels + drag and drop models into the scene
  • an effect browser to preview effects + drag and drop effects into the scene
  • materials can now be reloaded (individually) without restarting radiant
  • custom lighting shader with normal-mapping, specular highlights, reflections and fog
  • ability to limit shadow drawing distance when using stock sunpreview (++FPS)
  • filmtweak support
  • render actual water instead of case-textures
  • increased asset limits to allow high poly models
  • realtime viewports
  • context aware grid and camera context menus with QoL features
  • better surface-inspector, property editor, layer dialog etc.
  • vertex edit dialog with random noise generator
  • display missing materials using a proper invalid_texture material
  • zoom to cursor
  • toast notifications
  • editable toolbars, hotkeys, colors
  • new file dialogs with working default paths
  • texture window toolbar for quick filtering
  • custom texture favourite lists (like customizable texture filters)
  • preview sky materials within the texture browser (no longer invisible)
  • rope/wire generator
  • sun direction visualizer
  • a proper console with dvar support (incl. dvar suggestions and autocomplete)
  • increased undo limit
  • print parsed entity and brush num on map load making it easier to find issues in map files (off by default)
  • bo3 tool textures (optional)
  • terrain patch thickening
  • stamp prefabs
  • create prefab from selection
  • extrude selected brush to other brush faces
  • alot more QoL features


Installation


  1. Install the CoD4 Modtools
  2. Download the latest release
  3. Copy the contents into your cod4 root directory
  4. Start bin/IW3xRadiant.exe
  • [NIGHTLY]    install latest release, download nightly, unpack and replace iw3r.dll within the bin folder
                    -> check for additional assets in the #nightly-builds channel (📍) on the iw3xo discord
  • [OPTIONAL]  bo3-tool-textures.zip (unpack and place .iwi's into bin\IW3xRadiant\images)


Build / Compile


How to build / compile the project using Visual Studio

  1. Clone the repo! (zip does not include deps!)
  2. Copy everything within the assets folder into your cod4-root folder
  3. Use update_submodules.bat to update submodules
  4. Use generate-buildfiles.bat to build project files with premake
  5. Load the solution (build/iw3xo-radiant.sln) and open the iw3r project-settings to setup paths:
  • General       output directory path -> path-to-cod4-root\bin\
  • Debugging   command -> path-to-cod4-root\bin\IW3xRadiant.exe
  • Debugging   working directory -> path-to-cod4-root\bin\
  • Preferred: Create a new environment variable called COD4_ROOT that points to your cod4 directory and re-generate the project files.
  1. Build -> Build Solution or run with debugger

How to build the project using VSCode

  1. Install C++ Build tools (msbuild)
  2. Add msbuild folder to the "PATH" environment variable:

%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin

  1. Add COD4_ROOT environment variable with path to your cod4 directory

"COD4_ROOT" "D:\COD4-Modtools"

  1. Clone the repo (zip does not include deps!)
  2. Copy everything within the assets folder into your cod4-root folder
  3. Drag and drop all files from .vscode/tracked\ into .vscode\
  4. Open iw3xo-radiant.code-workspace
  5. Run task: update_submodules or open update_submodules.bat
  6. Run task: generate-buildfiles or open generate-buildfiles.bat

Use provided build-tasks with the option to copy iw3r.dll and iw3r.pdb to %COD4_ROOT%/bin
Run->Start Debugging will build and copy a debug build to to %COD4_ROOT%/bin and launch IW3xRadiant.




Optional:

https://github.com/xoxor4d/iw3xo-dev

Project Page:

https://xoxor4d.github.io/projects/iw3xo-radiant/

Discord:

https://discord.gg/t5jRGbj


Credits



Images


Model Browser:

image

Custom Lighting Shader On/Off:

image image

Effect Browser and Playback

image

In-Editor cod4 based movement with bouncing :>

image

Effects Editor

image


Disclaimer

This software has been created purely for the purposes of academic research. Project maintainers are not responsible or liable for misuse of the software. Use responsibly.