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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
github

Simple install instructions are included in q1pack\q1pack.txt
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Outside Of Radiant.. 
v0.15.10 of my qbsp ( https://ericwa.github.io/tyrutils-ericw/ ) has a map converter built in. you can use it from the command line like this:
qbsp -convert bp something.map
will convert to Q3 brush primitives (iirc it writes the output to a file called something-bp.map) 
 
You guys are awesome, thanks! 
Update! 
Whoa 
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. 
Niger 
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 
Thanks 
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:
https://www.q3df.org/forum/viewtopic.php?f=15&t=789&start=130#p11412
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 
 
basegame="id1"

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 [5.19.80.46] on 2017/08/02 19:26:48
Some tip on requested 'align texture with given face edge' feature here:
https://youtu.be/qA9eNOkD1iY



When he got to the bit here:
https://youtu.be/qA9eNOkD1iY?t=65

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. 
:O 
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) 
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