95 lines
4.1 KiB
Markdown
95 lines
4.1 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; 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").
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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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* 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
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* shader editor
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* entities creation in camera
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* texture painting by drag
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* seamless brush face to face texture paste
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* keyboard shortcuts are customizable
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* GUI themes, fonts are customizable
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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 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: gtk 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 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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* incredible number of fixes and options
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#### Q3Map2:
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* allowed samples+filter, makes sense
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* -vertexscale
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* -novertex works, (0..1) sets globally
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* fixed _clone _ins _instance (_clonename) functionality
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* -nolm - no lightmaps
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* -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
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* q3map_remapshader remaps anything fine, on all stages
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* fixed model autoclip, added 20 new modes
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* automatic map packager (complete Q3 support)
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* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
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* -contrast -255..255, def 0: lighting contrast
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* report full / full pk3 path on file syntax errors
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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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* Valve220 mapformat autodetection and support
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###### see changelog-custom.txt for more
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## [COMPILING](/COMPILING) |