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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


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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

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In-Editor cod4 based movement with bouncing :>

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Effects Editor

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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.