NetRadiant-custom ================= The open-source, cross-platform level editor for id Tech based games. NetRadiant-custom is a fork of NetRadiant (GtkRadiant 1.4→massive rewrite→1.5→NetRadiant→this) --- ![screenshot](/../readme_files/radDarkShot.png?raw=true) --- ## Downloads Ready-to-use packages are available in the [Releases section](/../../releases). ## Supported games Main focus is on Quake, Quake3 and Quake Live. Though other normally supported games should work too; See [unverified game configs](/../readme_files/unverified_gamepacks.7z "darkplaces doom3 et heretic2 hl ja jk2 neverball nexuiz oa osirion prey q2 q4 quetoo sof2 stvef trem turtlearena ufoai unvanquished warsow wolf xonotic"). ## Features Development is focused on smoothing and tweaking editing process. #### Random feature highlights * WASD camera binds * Clipper tool, brush and entity creation, working in camera * left mouse button click tunnel selector, paint selector * numerous mouse shortcuts (see help->General->Mouse Shortcuts) * focus camera on selected (Tab) * snapped modes of manipulators * draggable renderable transform origin for manipulators * quick vertices drag / brush faces shear * shader editor * texture painting by drag * seamless brush face to face texture paste * keyboard shortcuts are customizable * GUI themes, fonts are customizable * meshTex plugin * patch thicken * all patch prefabs are created aligned to active projection * filters toolbar with extra functions on right mouse button click * viewports zoom in to pointer * \'all Supported formats\' default option in open dialogs * opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant) * texture browser: show alpha transparency option * texture browser: gtk search in directories and tags trees * texture browser: search in currently shown textures * CSG Tool (aka shell modifier) * working region compilations (build a map with region enabled = compile regioned part only) * QE tool in a component mode: perform drag w/o hitting any handle too * map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts * connected entities walker * build->customize: list available build variables * 50x faster light radius rendering * light power is adjustable by mouse drag * anisotropic textures filtering * optional MSAA in viewports * new very fast entity names rendering system * support \'stupid quake bug\' * arbitrary texture projections for brushes and curves * fully working texture lock, supporting any affine transformation * texture locking during vertex and edge manipulations * brush resize (QE tool): reduce selected faces amount to most wanted ones * support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220 * autodetect brush type on map opening * automatic AP, BP and Valve220 brush types conversion on map Import and Paste * new bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew) * incredible number of fixes and options #### Q3Map2: * allowed samples+filter, makes sense * -vertexscale * -novertex works, (0..1) sets globally * fixed _clone _ins _instance (_clonename) functionality * -nolm - no lightmaps * -bouncecolorratio 0..1 (ratio of colorizing light sample by texture) * q3map_remapshader remaps anything fine, on all stages * fixed model autoclip, added 20 new modes * automatic map packager (complete Q3 support) * -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight * -contrast -255..255, def 0: lighting contrast * report full / full pk3 path on file syntax errors * new area lights backsplash algorithm (utilizing area lights instead of point ones) * -backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash) * new slightly less careful, but much faster lightmaps packing algorithm (allocating... process) * Valve220 mapformat autodetection and support ###### see changelog-custom.txt for more ## [COMPILING](/COMPILING)