Moderator elections are being held. See Valve Developer Community:Moderator elections for more details.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.
This article's documentation is for the "GoldSrc" engine. Click here for more information.
Quake1-16px.png
Quake2-16px.png
Quake3-16px.png

NetRadiant-Custom

From Valve Developer Community
Jump to: navigation, search
Warning icon.png
This article has been marked as a candidate for speedy deletion.
If you object to this decision, then please discuss why hereIf this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourself
Administrators - Remember to check if anything links here and the page history (last edit) before deleting.

Quake QuakeEdQuake II QuakeEd4Quake II QERadiantQ3Radiant Q3RadiantGtkRadiant GtkRadiantNetRadiant NetRadiantNetRadiant-Custom NetRadiant-Custom

NetRadiant-Custom NetRadiant-Custom is an open-source, cross-platform level editor for Quake-based games. It's a fork of NetRadiant.

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
  • UV Tool (edits texture alignment of selected face or patch)
  • Autocaulk
  • Model browser
  • Brush faces extrusion
  • 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 shortcut
  • Simple shader editor
  • Texture painting by drag
  • Seamless brush face<->face, patch<->face texture paste
  • Customizable keyboard shortcuts
  • Customizable GUI themes, fonts
  • 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 mouse 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: 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 selector/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)
  • rendering of Q3 shader based skyboxes
  • Incredible number of fixes and options

Q3Map2

  • q3map_remapshader remaps anything fine, on all stages
  • Automatic map packager (complete Q3 support)
  • Report full / full pk3 path on file syntax errors
  • Allowed simultaneous samples+filter use, makes sense
  • -brightness 0..a lot, def 1: mimics q3map_lightmapBrightness globally
  • -contrast -255..255, def 0: lighting contrast
  • -saturation light option
  • -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
  • -nolm - no lightmaps
  • -novertex works, (0..1) sets globally
  • -vertexscale
  • 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)
  • -extlmhacksize zero effort external lightmaps for Q3
  • Valve220 mapformat autodetection and support
  • Consistent brush content deduction with mixed face parameters
  • Model shaders paths deduction
  • Fixed model autoclip, added 20 new clipping modes
  • Support negative misc_model scale
  • Assimp model loading library (40+ formats)
  • -json bsp export/import
  • -mergebsp injects one bsp to another
  • No shaderlist.txt mode: load all shaders

External links