4.2 KiB
4.2 KiB
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
