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The NetRadiant Level Editor
NetRadiant-custom is continuation of NetRadiant, based on GTKRadiant, which supports numerous games, with some emphasis on Quake.

win32 build
win64 build

Simple install instructions are included in q1pack\q1pack.txt
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I see quite a few single char hotkeys, usable in the entity list: I, H, L, Z, C, N; So that should be text search field it seems (can be auto focusable on mouse hover, like texbro's one).

Ic your way of using the layout; Once i was trying to use similar cfg with cam + 3 ortho windows -)
There was idea for regular (embedded viewports) layout, which may work for you: autoenlarging views on mouse pointing; Splits' positions should be configurable normally, just keeping own values for every quarter.
Do you think, that this will do the job?

As for focus, it's not focus, but wnds z order, which gtk is messing up.
Named dialogs can be closed by hotkeys actually: rotate - esc, map info - space/enter/alt+f4, surface inspector - s (or esc, s), entity list - l 
Autoenlarging, I don't know. Would have to see a prototype to be sure. It sounds possible, but I can't say for sure how easily I could adapt or accept it if it's too much of a change. Certainly sounds like neat feature (if not too complicated to add) that could just become a fourth layout option while keeping the floating layout despite its gtk limitations. 
I have a fairly annoying issue of my own, where the camera jolts several degrees at a time, even when I turn it slowly. For some reason, it happens only after I select an object or I create a brush.

Using Windows 10. The old March 2012 version doesn't have the problem but Ingar's most recent build (June 2015) also has this problem. Why is that so? 
This could be significant, he seems to have the same problem as me but on Linux: 
Well, I found a band-aid to my problem. It doesn't actually resolve the problem but it makes the editor not annoying again. Leaving the DPI scaling to the application instead of the system somehow fixes the camera despite changing nothing else (my system is already at normal scaling).

I can finally get back into mapping but it still feels weird that this is happening. 
Good find! Still judders now n then, but way less often. 
Thanks, quite worthy note about 2012 vs 2015 builds.
Basically comment on github is right, and the difference between these two builds is exactly that fix for touchpad on linux.
I'll consider reverting that commit back, since it's producing more harm, then use (mapping via non apple touchpad is the heck anyway (imo)) 
Does this have a MAC build somewhere? If so a mod should add it to the main post. 
It got no mac build, but build system allows to make one 
Some tip on requested 'align texture with given face edge' feature here: 
I'm Amazed At How Fast You Built This! 
Map Text Encoding 
Some quirk I (or ericw, for that matter) discovered: apparently this version of Radiant saves the .map files in UTF-8 enconding which is probably fine most of the time, but can cause issues in specific cases.

In Quake, there are some special characters used for colored text and symbols that can be used in level/player names and centerprint messages. x. The problem is that the file encoding appears to be incompatible with the compilers, so these characters get all messed up in the compiled BSP and are displayed incorrectly in game. Converting the map to some other format like ISO8859-1 or even ANSI solves the problem and subsequent editing in Custom Netradiant won't change the encoding back.
In Radiant 1.5, message fields with those special characters would be garbled and trying to edit the corresponding entities could even lead to a crash. In Netradiant, the message fields are displayed correctly - except after converting to ANSI, they show placeholder characters, which isn't a problem, in my view.

This is not a big issue, and I'm not even sure something should be done about it, especially if there's a risk something else breaks in the process. At any rate, it's a little heads-up for people to know in case they run into the same issue. 
What i see, is that GtkEntry handles these chars as UTF ones, and then radiant saves them correctly (not the whole .map, but only respective string)
I think that compilers do nothing with them too, so you end up with UTF chars in your bsp (which aren't understood by engine apparently)
I barely could find an application, which was truncating such strings in wished manner (they either show UTF one, or '?' char) 
Texture Alignment - Face Projection? 
Is there a way to align a texture to a face instead of to the grid? I have a sloped surface 30-degrees from xy-plane, and then 45-degrees around z-axis. I cannot seem to get the texture to project to the face, only the grid, meaning I cannot really get a non-slanted texture alignment. I can post a picture if I am unclear. 
Does NetRadiant support the "Valve 220" map format? 
Yes, you can get it non-slanted in this particular case (i'v got it by rotating a brush with texture lock enabled), but not every time, because default q1 map format is 'axial projection', which has quite strong limitations.
There is newer format from q3: 'brush primitives', which is face projection by definition and has no limitations (you can get axial or w/e projection with it); It is enableable via and is supported by modern ericwa's compilers.
Valve 220 format is almost supported except of a few malfunctioning tools in Surface inspector;
The plan is to make these 3 formats switchable via preferences for most of games and convertible to unlimited ones.
Probably video explanation of various texture projections in mapformats could be useful? 
Thanks For The Info! 
Is there any way to convert quake brushes to quake3 brushes? 
Outside Of Radiant.. 
v0.15.10 of my qbsp ( ) has a map converter built in. you can use it from the command line like this:
qbsp -convert bp
will convert to Q3 brush primitives (iirc it writes the output to a file called 
You guys are awesome, thanks! 
Great to see this is still improving! I can smell my mapping trousers warming up... 
Valve220 map format has arrived btw .) 
The Link Is Dead 
You read about how to setup Radiant here: quakeone forum

Is there a backup?
Also, does this work on Windows 10? 
That was odd tutorial anyway (was considering classic radiants)
netradiant-custom\q1pack\q1pack.txt is enough to setup; 1st post got to be updated

Also yes, it does work on Windows 10. 
Yeah, apparently all the links are dead except for the Radiant direct download. 
Very Nice 
Just wondered if it's possible to make the free rotate tool (R) use some (customizable) fixed value like Step in the surface inspector, e.g. steps of 5 or 15 degrees - as quicker way of doing 'conservative' rotations than the Arbitrary Rotation window. 
Snap Rotate 
you can hold shift after grabbing the rings to snap at 15 degrees 
It's good. 
Quake 1 Wad Path 
Hi, is there a way to specify a custom folder for my wad files (i.e. somewhere other than [enginepath]/id1)

This is for the editor (not the compiler - I'm already aware of the bsp compiler wadpath switch)

I prefer to keep my "game" files separate to my "development" files where possible. 
Hey, i think this was asked and replied:
Just change base directory to use
Or configure, as for mod, and use its directory for wads
Or just make separate fresh install for mapping
Numerous possibilities kinda 

So, is this basegame field only used to tell the editor where to find the wad files? It's not used for anything else? 
It's used for anything, which is normally loaded from id1
Also is used for build menu variables
We'v just figured out, that it also loads
Users\Username\Documents\My Games\q3a\ (q3a is cfged by .game: prefix=".q3a")

I think it's a good idea to add option to load one more specific directory, once it's supported in q1 and q3 compilers 
I See 
To be honest I think it would be a really useful feature for netradiant to have a "wad path" option, that can be an absolute path, totally independent to anything else. 
Another Question 
Using netradiant's build menu, is it possible to specify an output directory for the bsp that's different to the directory of the map file? 
It's up to compiler, radiant does nothing with .bsp 
Ah Ok 
yeah the compiler will chuck the .bsp in the same folder as the .map when fed the commands as generated by the netradiant build menu. 
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path. 
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path.

OK I've just messed around with the build menu xml file and I appear to have got it configured how I want now, cheers. 
Late To The Party 
#121 posted by niger [] on 2017/08/02 19:26:48
Some tip on requested 'align texture with given face edge' feature here:

When he got to the bit here:

And started aligning the arch textures by making them "flow" seamlessly over from the top faces with the texture paste shortcut...I won't lie, I did a little sex wee. 
that's awesome, wish I knew this sooner. 
Clear All 
About the "Clear all" button in the entity tab: probably not getting that much use overall, although I do use it every so often. However, in its current form it only works on brush entities - using it on point entities causes problems, because it removes the origin field. Can this be changed so that the origin field is kept if the button is used on a point entity? 
Sounds like making sense from the first look.
Don't other means replace wished behavior well? (del key to del unwanted keys or save origin in key/val fields, then restore) 
Netradiant And Windows Aero 
specifically aero glass which is disabled while netradiant is open. Anyone know why this is/has a solution? 
netradiant-custom shouldn't disable aero, unless you put -aero command line parameter 
That is one spicey changelog!

Will give it a spin this evening :) 
google says it's a thing, though not very common... still can't find a solution though. must be my system. 
-I recall internet topics about windows, disabling aero for applications sometimes; there was a solution too; reason to disable was wrongly detected low performance iirc
-There is a way to disable aero via compatibility settings of windows application
-Normal Netradiant is disabling aero to fix rendering issue; Custom one does not, since it's fixed (are you speaking about custom one?) 
are you speaking about custom one?

Occurs with both Ingar's package and this custom one. I haven't tested others. I'm sure it's my system, I just haven't investigated it very deeply. 
Cmdline 724 951 90

to match in game and cam window 
Rariant/Aero Update 
The issue doesn't occur when using an old gpu and legacy nvidia drivers. Tinkering with latest drivers has proven futile so far... 
Clipper and brush creation, working in camera, among other things. 
NetRadiant: TrenchBroom Edition 
Nice! Will give this a whirl :) 
In my previous version I could select serveral brushes with shift and left mouse button. How it worked now? 
I Already Figured It Out. 
Another question. I now move and highlight the brushes with the right mouse button. This creates complexity, because if I accidentally clicked the right mouse button with CTRL, then all the surfaces that were highlighted are canceled and only one is selected. Can I somehow disable a selection of CTRL + right mouse button? Now the selection works as a left button and this is enough 
ctrl + m2 is tunnel face selector, allows selection of face behind face and to avoid hitting 'deselect' all the way.
It's not optional.
This is expected problem, when adding new actions to combinations, which were doing nothing before; afaik it's not too costly to get used to.
Mouse shortcuts are documented btw, help->mouse shortcuts. 
Yes, I'm just used to navigating with m2 and Ctrl + m2. Therefore, I accidentally select something. I hope that I will get used to it. Thank you 
For the future (if possible): please add to the map info the number of clip brushes.

Now I do map for 100brushes, and can't see, how many clip brushes I have 
Ic; m2 alone does navigation in Ctrl + m2 style atm.
Hopefully this solves the problem. 
Yes, But Not Yet Customary :) 
I will be retrain 
Clip Brushes Info 
is quite specific.
I think about 'show selected objs count in statusbar, when selected; total when not'
Atm you can use 'm3 on clip face, shift+a, i, z' combo to get this info. 
Wow! Cool ))) 
Regroup Entity 
Did you break or change the former regroup (now "move pritimives to entity") function in the latest WIP build? Originally I would select the brush entity with shift+a, then the world brush and hit regroup in order to add the brush(es) to the entity, but this doesn't seem to work anymore?! 
Old one had some bug so was replaced. Now you select brush, select entity and link. 
Regroup is replaced by 'move primitives to last selected entity', requiring no shift+e and determining target entity by ultimate selected primitive.
Also EntityMovePrimitivesToFirst command is added to be used, if old logic feels more convenient.
Entity menu->worldspawn does 'ungroup selected primitives'.
Entity menu->worldspawn rmb does 'ungroup whole entities'. 
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