A new 3D grid allows for easy visualization of brush sizes in the 3D view. Solid entities can now be given a render color in the FGD file, for easier identification in the 2D or 3D views. The brush creation, clipper, cordon bounds, and selection tools all render in the 3D view in real time, taking the guesswork out of previously painstaking operations. Any point entity can be set to render as a sprite icon in the 3D view through a specification in the FGD file, making it easy to distinguish between different entities in the 3D view. Brushes can now be found by entity / brush number for fast tracking down of compiler errors. Frame rate and scale key values are correctly reflected in the preview, eliminating the need to compile and run the map in the game engine when placing sprites. Sprites are now automatically previewed in the 3D view, along with animation. In addition, texture axes are now displayed in the 3D view. Textures can be projected onto faces from an arbitrary viewpoint, useful for texturing cliff faces or other irregular geometry. Textures can be fit across one face or multiple faces, or aligned to the left, right, top, bottom, and center of faces with a single button click. Automatic texture continuity is guaranteed when lifting and applying from one face to another. Texture alignment is now preserved through rotation, scaling, and flipping, allowing for the hassle-free construction of odd-angled geometry.
The real-time renderer is much faster, more robust, and allows for animating visuals in the 3D view.
Worldcraft is a graphical level editor you can use to make your own maps for Valve Software's Half-Life.