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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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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'. 
Free vertex editing and uniform merge for your best pervertion! 
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