111 lines
5.0 KiB
Markdown
111 lines
5.0 KiB
Markdown
NetRadiant-custom
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=================
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The open-source, cross-platform level editor for id Tech based games.
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NetRadiant-custom is a fork of NetRadiant (GtkRadiant 1.4→massive rewrite→1.5→NetRadiant→this)
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---
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---
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## Downloads
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Ready-to-use packages are available in the [Releases section](/../../releases).
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## Supported games
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Main focus is on Quake, Quake3 and Quake Live.
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Though other normally supported games should work too. Releases include configs for the following games: Alien Arena, Darkplaces, Doom 3, Doombringer, Wolfenstein: Enemy Territory, Heretic II, Half-Life, Jedi Knight Jedi Academy, Jedi Knight II: Jedi Outcast, Kingpin, Neverball, Nexuiz, Open Arena, Project::OSiRiON, Prey, Quake II, Q3Rally, Quake 4, Quetoo, Smokin' Guns, Soldier of Fortune II - Double Helix, Star Trek Voyager : Elite Force, Tremulous, Turtle Arena, UFO:Alien Invasion, Unreal Arena, Unvanquished, Urban Terror, Warfork, Warsow, Return To Castle Wolfenstein, World of Padman, Xonotic, ZEQ2 Lite.
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## Features
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Development is focused on smoothing and tweaking editing process.
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#### Random feature highlights
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* WASD camera binds
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* Fully supported editing in 3D view (brush and entity creation, all manipulating tools)
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* Uniform merge algorithm, merging selected brushes, components and clipper points
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* Free and robust vertex editing, also providing abilities to remove and insert vertices
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* UV Tool (edits texture alignment of selected face or patch)
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* Autocaulk
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* Model browser
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* Brush faces extrusion
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* Left mouse button click tunnel selector, paint selector
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* Numerous mouse shortcuts (see help->General->Mouse Shortcuts)
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* Focus camera on selected (Tab)
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* Snapped modes of manipulators
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* Draggable renderable transform origin for manipulators
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* Quick vertices drag / brush faces shear shortcut
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* Simple shader editor
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* Texture painting by drag
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* Seamless brush face<->face, patch<->face texture paste
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* Customizable keyboard shortcuts
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* Customizable GUI themes, fonts
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* MeshTex plugin
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* Patch thicken
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* All patch prefabs are created aligned to active projection
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* Filters toolbar with extra functions on right mouse button click
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* Viewports zoom in to mouse pointer
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* \'all Supported formats\' default option in open dialogs
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* Opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant)
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* Texture browser: show alpha transparency option
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* Texture browser: search in directories and tags trees
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* Texture browser: search in currently shown textures
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* CSG Tool (aka shell modifier)
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* Working region compilations (build a map with region enabled = compile regioned part only)
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* QE tool in a component mode: perform drag w/o hitting any handle too
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* Map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts
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* Connected entities selector/walker
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* Build->customize: list available build variables
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* 50x faster light radius rendering
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* Light power is adjustable by mouse drag
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* Anisotropic textures filtering
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* Optional MSAA in viewports
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* New very fast entity names rendering system
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* Support \'stupid quake bug\'
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* Arbitrary texture projections for brushes and curves
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* Fully working texture lock, supporting any affine transformation
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* Texture locking during vertex and edge manipulations
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* Brush resize (QE tool): reduce selected faces amount to most wanted ones
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* Support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220
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* Autodetect brush type on map opening
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* Automatic AP, BP and Valve220 brush types conversion on map Import and Paste
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* New bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew)
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* rendering of Q3 shader based skyboxes
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* Incredible number of fixes and options
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#### Q3Map2:
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* q3map_remapshader remaps anything fine, on all stages
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* Automatic map packager (complete Q3 support)
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* Report full / full pk3 path on file syntax errors
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* Allowed simultaneous samples+filter use, makes sense
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* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness globally
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* -contrast -255..255, def 0: lighting contrast
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* -saturation light option
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* -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
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* -nolm - no lightmaps
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* -novertex works, (0..1) sets globally
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* -vertexscale
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* New area lights backsplash algorithm (utilizing area lights instead of point ones)
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* -backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash)
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* New slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
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* -extlmhacksize zero effort external lightmaps for Q3
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* Valve220 mapformat autodetection and support
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* Consistent brush content deduction with mixed face parameters
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* Model shaders paths deduction
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* Fixed model autoclip, added 20 new clipping modes
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* Support negative misc_model scale
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* Assimp model loading library (40+ formats)
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* -json bsp export/import
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* -mergebsp injects one bsp to another
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* No shaderlist.txt mode: load all shaders
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###### see changelog-custom.txt for more
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## [COMPILING](/COMPILING)
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