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Difference between revisions of "NetRadiant-custom"
From Quake Wiki
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== Setup == | == Setup == | ||
− | Choose Quake on launch and set path to the base game directory, for example "''c:\quake''". The release also contains a q1pack folder whose contents you should copy into your id1 folder, this will enable | + | Choose Quake on launch and set path to the base game directory, for example "''c:\quake''". The release also contains a q1pack folder whose contents you should copy into your id1 folder, this will enable texture transparency and load the ammo and health models in editor. |
Revision as of 21:35, 5 October 2018
NetRadiant-custom is an open-source, cross-platform level editor for id Tech based games. Forked from NetRadiant, it supports Quake, Quake 3 and Quake Live; with development focused on smoothing and tweaking the editing process.
You can find the source-code and releases here: Github
Random Feature Highlights
- WASD camera binds and customizable keyboard functions
- New camera editing allowing point clipping, brush and entity creation
- Support for common map brush formats: Axial projection, Brush primitives and Valve 220
- Lossless conversion between formats and automatic format detection on map load
- Seamless face to face texture pasting
- Filtering options including MSAA and anisotropic
- GUI, themes and fonts are customizable
- In editor compiler build menu
- CSG Tool (aka shell modifier)
- Light power adjustable by mouse drag
- Quick vertices drag / brush faces shear
- Precise texture lock, supporting affine transformations
- New bbox styled manipulator, allowing any affine transformation (move, rotate, scale, skew)
- Quick entity linking and connected entities walker
- Texture browser searching
- Countless fixes and optimizations
Setup
Choose Quake on launch and set path to the base game directory, for example "c:\quake". The release also contains a q1pack folder whose contents you should copy into your id1 folder, this will enable texture transparency and load the ammo and health models in editor.