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 * Fully supported editing in 3D view (brush and entity creation, all manipulating tools) * Uniform merge algorithm, merging selected brushes, components and clipper points * Free and robust vertex editing, also providing abilities to remove and insert vertices * UV Tool (edits texture alignment of selected face or patch) * Autocaulk * 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 shortcut * Simple shader editor * Texture painting by drag * Seamless brush face to face texture paste * Customizable keyboard shortcuts * Customizable GUI themes, fonts * 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 mouse 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 selector/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 simultaneous samples+filter use, 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 * Correct .obj and .mtl loading * Guessing model shaders paths ###### see changelog-custom.txt for more ## [COMPILING](/COMPILING)