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)
Ready-to-use packages are available in the Releases section.
Main focus is on Quake, Quake3 and Quake Live.
Though other normally supported games should work too; See unverified game configs.
Development is focused on smoothing and tweaking editing process.
- 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
- 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 to 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: 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 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)
- Incredible number of fixes and options
- Allowed simultaneous samples+filter use, 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