The open-source, cross-platform level editor for id Tech based games.
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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

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
  • 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
  • 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
  • correct .obj and .mtl loading
  • guessing model shaders paths
see changelog-custom.txt for more

COMPILING