Loading Wavefront OBJ models in picomodel (used by radiant and q3map2) did not reset the surface vertex index when starting a new surface. This caused there to be unused vertexes, equal to the number of vertexes in all previous surfaces, at the beginning of each surface. Exponential OBJ vertex memory usage as number of surfaces increases. It did not affect displaying or processing the surface faces. |
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| contrib | ||
| docs | ||
| icons | ||
| include | ||
| libs | ||
| plugins | ||
| radiant | ||
| regression_tests/q3map2 | ||
| setup | ||
| tools | ||
| .cproject | ||
| .gitattributes | ||
| .gitignore | ||
| .patchsets | ||
| .project | ||
| branch-manager | ||
| ChangeLog | ||
| ChangeLog.idsoftware | ||
| COMPILING | ||
| conftest.cpp | ||
| CONTRIBUTORS | ||
| cross-Makefile.conf | ||
| download-gamepacks.sh | ||
| DoxyConfig | ||
| Doxyfile | ||
| generic_cpp.py | ||
| generic_h.py | ||
| generic_module.py | ||
| GPL | ||
| install-dlls-fedora.sh | ||
| install-dlls-msys2-mingw.sh | ||
| install-dlls.sh | ||
| install-dylibs.sh | ||
| install-gamepack.sh | ||
| install-gamepacks.sh | ||
| LGPL | ||
| LICENSE | ||
| Makefile | ||
| Makefile.conf | ||
| merge-from-zerowing.sh | ||
| mingw-fedora-Makefile.conf | ||
| mingw-Makefile.conf | ||
| mingw-Makefile.inc | ||
| mingw-radiantdeps-Makefile.inc | ||
| msys2-Makefile.conf | ||
| README.md | ||
| TODO | ||
| uncrustify.cfg | ||
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)
Downloads
Ready-to-use packages are available in the Releases section.
Supported games
Main focus is on Quake, Quake3 and Quake Live.
Though other normally supported games should work too; See unverified game configs.
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
