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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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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) 
Update! 
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 
Noice 
That is one spicey changelog!

Will give it a spin this evening :) 
Hotfix! 
Radiant/aero 
google says it's a thing, though not very common... still can't find a solution though. must be my system. 
@killpixel 
-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?) 
Niger 
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 
-q1.game-CamHeight 724 -q1.game-XYWidth 951 -q1.game-fieldOfView 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... 
Update! 
https://github.com/Garux/netradiant-custom/releases
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. 
Niger 
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'. 
Update! 
https://github.com/Garux/netradiant-custom/releases
Free vertex editing and uniform merge for your best pervertion! 
Yes! 
Good stuff as usual. I found the "Trenchbroom lines" a bit overpronounced at first, but I suppose I'll get used to them. They are helpful. And I like the new brush size display in camera mode.

Odd, though: suddenly the textures in the texture browser window are overly bright vs. the camera window where they are fine. 
Can't Wait To Give This Update A Whirl 
NetRadiant is the fine leather Chesterfield of Quake editors. 
Blown Out Gamma 
Has something to do with new nvidia drivers negke, 399.24 is the last version without the issue, unless latest is fixed 
 
@Kinn, what does NetRadiant have over say JACK or Trenchbroom? I'm super curious now, after having recently switched over to Trenchbroom, to see what other amazing tools are out there. 
Qmaster 
For someone who has not used NetRadiant before, I doubt it has anything other those other editors.

However, the thing is, I've been using it for years, and I can make stuff in it with incredible speed and efficiency, just tapping away at my keyboard with every function on shortcut keys. (Before you ask where all my shit is, these aren't Quake levels, in case you're wondering). In fact I'm at the point where the editor sort of "disappears" as I work, being replaced by a transcendant feeling that I am using some sort of ethereal "Minority Report"-esque interface, swooshing my hands around in grand gestures as massive, cyclopean Gothic architectural forms explode into existence in almost real-time.

My personal history and experience in using it is the reason it's the best one for me. If you're a hardcore Trenchcoat user, then I imagine the same feeling applies for that. 
LOL Trenchcoat User 
Perfect description of good UI and UX flow tho.
Go map. 
Lol I'll Believe It When I See It 
That is a good description of how I felt about Worldcraft/JACK/Hammer. Even now after only 3 weeks in Trenchbroom, I feel the creative juices flowing stronger, faster, as my world opens up with brimming possibilities as I start thinking further and further 3D.

I agree...it took me years to even TRY to use TB....and ONLY after it had 2D views.

Still, there is now a niggling itch for more. More! To see what is out there.

What is one feature you simply love about NetRadiant, your absolute favorite? Or 2? 
What Kinn Describes 
Getting into the flow and the editor getting out of the way is exactly what I remember feeling when I switched from WC to QERadiant way back and what I tried to replicate with TB‘s UX design. 
Feature Requests 
- Ability to select back-faces of brushes in 3d view
- Clip tool use in 3D viewportal
- Clip tool allowing brushes to be split without removal of clipped side
- Smart selection of brushes in 2d viewports (selecting the ceiling all the time is a nightmare), perhaps have selection of face/line over-ride centre of brush
- Abilty to select and move caulk faces even when caulk mode is on
- Object orbit in camera mode
- Ability to drag and drop entities 
 
- Clip tool use in 3D viewportal
- Clip tool allowing brushes to be split without removal of clipped side


Both those things are working fine. 1) I think is new(ish), 2) has been a feature since the tool was released - it's just a shift (or ctrl) modifier of the usual "clip" shortcut.

All my shortcuts have been re-configured so I couldn't tell you what the default shortcuts are. 
 
What version is the 3d clip tool working? I'm using the build from May 2018 
Other Feature Requests 
still couldnt figure out 3d clipping btw, tried all manner of button combos.

- moving objects in 3d view locked on the y-plane and have z-axis as a modifier (and then locked on the y-plane) 
 
3d clip works in my version from May '18...... but I'm not sure if it's a release version, it might be a version niger just sent to me privately in discord, can't remember.

It should be in the current release version for sure. 
Also Quality Of Life 
If I'm using the face tool in 2d view to move and I want to deselect it takes 3 escape key presses? I cant even just click a different brush to edit a face?
Seems like a massive waste of productivity time 
Another One Here I Think, Fifth? 
* alt + m2 in camera: orbit around clicked point

Latest release notes. Haven't tried it myself.

https://github.com/Garux/netradiant-custom/releases 
 
- Smart selection of brushes in 2d viewports

Out of curiosity, in your version, are repeated clicks cycling through all the brushes under your mouse? Or does it only ever just select the brush at the "top"? 
A Good Strateg To Select In 2D Views 
Is to select the smallest face under the mouse instead of the topmost. 
 
- Clip tool use in 3D viewportal .. Works with clipper bind.
- Clip tool allowing brushes to be split .. Has a bind and preference.
- Smart selection of brushes in 2d viewports .. Tunnel selector with m1.
- Abilty to select and move caulk faces .. "Shift + a" selects all ?
- Object orbit in camera mode .. "Alt + m2" to orbit around clicked point or "camfreefocus" binds.
- Face tool .. Ctrl + m1 for quick selecting faces in 3d for texturing. Quick deselect from modes would be nice. 
 
- Drag and drop .. Entity creation in camera with m2 double click 
Component Mode 
Can generally be avoided with alt + m1 or just m1. Faces can now also be selected directly and indirectly in 3d (tb style) with alt. Scanning changelog and mouseshortcuts.txt should reveal most possibilities 
 
"Out of curiosity, in your version, are repeated clicks cycling through all the brushes under your mouse? Or does it only ever just select the brush at the "top"? "

it only ever selects the top brush, I recently updated to the latest version (dec 13th build).
If I use caulk mode on I can select through the ceiling but it only goes through to the top room, makes sense but doesn't seem smart enough IMO 
 
- Clip tool use in 3D viewportal .. Works with clipper bind.
yep, working in the latest version, which I didn't have

- Clip tool allowing brushes to be split .. Has a bind and preference.
Found it, shift + return

- Smart selection of brushes in 2d viewports .. Tunnel selector with m1.
Ah, didn't think to just smash M1 until it started to select something below. Odd, thought it'd be a modifier but ok.

- Abilty to select and move caulk faces .. "Shift + a" selects all ?
I cant seem to get this working at all. Seems to just be deselecting to me

- Object orbit in camera mode .. "Alt + m2" to orbit around clicked point or "camfreefocus" binds.
That works, nice.

- Face tool .. Ctrl + m1 for quick selecting faces in 3d for texturing. Quick deselect from modes would be nice.
There's already "c" for deselect but it's functionally identical to escape, would be nice if it was used to clear everything. 
#199 
ignore that, I'm clearly a muppet 
Changing Default Texture Scale From 0.5 
Any way to get default scale to be 1? Also, any way of turning off texture lock? 
 
Any way to get default scale to be 1?
Settings->preferences->brush settings->default texture scale

Also, any way of turning off texture lock?
You should have toggle buttons on your top bar for texture lock and texture vertex lock (???)

By the way are you starting the program up in quake 1 mode? 
Great Updates 
Texture lock and vertex lock are the little lock icons on the toolbar or bindable, Edit->Shorcuts and you can search by typing.

Caulk .. You can middle mouse click the texture in 3d or select texture in texbrowser then "shift+a" to select all brushes with that texture. Not sure if that's what you're after there.

Some of the binds aren't ideal for constant use, "unselect" I bound to where I rest my hand.

Scale you can set in Edit->Preferences

Handy tip.. right clicking the toolbar icons (caulk etc) applies that texture to selected brush. Same thing can create func_group and make detail/structural. 
 
Kinn, starting in Q3 mode.

WW, the middle click thing shift a thing is interesting, not sure what I will use it for yet but its neat.

You guys have been genuinely helpful. Any way of getting netradiant to show brush edges? I like removing them but I work mostly with them on in TB. 
Edit->Prefs 
Camera->Render Mode->Textured+Wire
also Display->Textures->Render Mode->Nearest for nice pixel units 
 
overpronounced 3D workzone @negke: it is distracting imo too; how to make it being not and recognizable over any background?
- Ability to select back-faces of brushes in 3d view
in which mode?
- Clip tool allowing brushes to be split
m1 doubleclick either, besides respective command
- Smart selection of brushes in 2d viewports
SleepwalkR's strategy appears to handle more cases well, comparing to depth sorting; will try to think of it, not a simple change
- Abilty to select and move caulk faces even when caulk mode is on
i'm strictly against of selecting/editing hidden stuff; though ctrl+shift+a and QEtool resize modes do select them
- Object orbit in camera mode
one more orbit is on Tab
- Ability to drag and drop entities
where, from where, why?
- moving objects in 3d view locked on the y-plane and have z-axis as a modifier (and then locked on the y-plane)
what is y-plane? isn't it how it works now?
If I'm using the face tool in 2d view to move and I want to deselect it takes 3 escape key presses? I cant even just click a different brush to edit a face?
normally you need face components mode only for complex moves; QEtool m1/alt+m1 should do most things;
alt+m1 objects selector was a quick hack to get this ability w/o changing and confusing whole stuff; might worth to try to make component modes nonmodal, as overall if feels like an imporvement (not w/o a couple of drawbacks tho) 
Video: Spiral Staircase 
Wow 
 
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