So, I thought that it's about time I release another program. And now you see will what I have created, Collision Editor.
Description and Instructions for Collision Editor:
....Collision Editor is a program designed to make editing the BSP collision of the map easier. It starts by opening the .OBJ file which is the collision file for the map. You can open any .OBJ file with vertices in it however, including map meshes, or other objects as well. After opening the file, the program will draw a birds-eye view of the map. It will draw it in one of three different draw modes that you can choose in the top right corner of the program. You can also change the softness which when high, will make low points transparent, and high points solid, and when softness is low, there will be little transparency range between points. However, if in overlay draw mode, this will define the amount of transparency of the overlay triangles.
....To edit the points, select the points you want to edit, or just click the Point Editor button on the top of the program to open the point editor. Once in the point editor, click "Recalculate" to list all the vertices, or specify a filter and then click recalculate. You can filter the list of points by their Point Number, X Co-ord, Y Co-ord, or Z Co-ord. This makes it easy to move the top of the map higher or lower using the filter "Show points where [Z] is [Greater Than] 50".
....This is where it gets fun. After getting the list of points that you want, go through them and select each point you want to edit (Select one point with left-click, Multiple individual points with Ctrl+Left-Click, Multiple consecutive points with Shift+Left-Click). Using the three boxes below, (the X, Y, and Z new values), type in new values for the points that you want to change them to. You can use any valid number, or, you can use formulas. Although limited, formulas can be very helpful for editing points. For example, if you wanted to move the collision barrier at the top of the map higher, you would filter and get every point whose Z value is above 90 (you should get 4 points). Select them all using Shift (or Control), and the edit boxes values should change to "X", "Y", and "Z" respectively. Now, from here if you wanted to move all of these points up 100, you would leave the "X" and "Y" as they are and change the "Z" value to "Z+100". Then click (Change Point). This will move all the points above 90 up 100 pixels.
....Valid Formulas:
[X+100] <-- *Note: Case does not matter. (X = x, y+20 = Y+20 or Y20)
[y+150]
[z-10.209]
[Z]
[Y20] <-- *Note: Same as [Y+20]
[Z+0.123]
....Invalid Formula:
[X*100]
[y/2]
[Z+Z]
....I wouldn't recommend doing this (below), because it will make X the value of Z and then it will make Z the value of X, even though X is already Z so they will therefore both end up being the value of Z.
[z]
[y+10]
[x]
Ok, enough of the text. For the people that are too lazy to read, bring on the screenshots.
Render of Coagulation

Render of Coagulation with added softness and preview of Point Editor

Sketch render of Triplicate (Terminal)

Overlay render of Containment with extra transparency/softness

Filesize: .RAR: 26 KB, .ZIP: 27 KB, .EXE (Uncompressed): 96 KB
Download Here