NetRadiant-Custom

() is an open-source, cross-platform level editor for Quake-based games. It's a fork of . While primarily focused on supporting , , and Quake Live, it also fully supports , unlike newer versions of GtkRadiant.
==Features==
Development is focused on smoothing and tweaking editing process.
===Random feature highlights===
*WASD camera binds
*Fully supported editing in 3D view (brush and entity creation, all manipulating tools)
* Uniform merge algorithm, merging selected brushes, components and clipper points
*Free and robust vertex editing, also providing abilities to remove and insert vertices
* UV Tool (edits texture alignment of selected face or patch)
* Autocaulk: Automatically apply a nodraw texture to faces which would be unseen in-game.
* Model browser
* Brush faces extrusion
* Left mouse button click tunnel selector, paint selector
* Numerous mouse shortcuts (see help->General->Mouse Shortcuts)
* Focus camera on selected (Tab)
* Snapped modes of manipulators
* Draggable renderable transform origin for manipulators
*Quick vertices drag / brush faces shear shortcut
*Simple shader editor
*Texture painting by drag
* Seamless brush face<->face, patch<->face texture paste
*Customizable keyboard shortcuts
* Customizable GUI themes, fonts
* MeshTex plugin
* Patch thicken
* All patch prefabs are created aligned to active projection
* Filters toolbar with extra functions on right mouse button click
*Viewports zoom in to mouse pointer
*'all Supported formats' default option in open dialogs
*Opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant)
*Texture browser: show alpha transparency option
*Texture browser: search in directories and tags trees
*Texture browser: search in currently shown textures
*CSG Tool (aka shell modifier)
*Working region compilations (build a map with region enabled = compile regioned part only)
*QE tool in a component mode: perform drag w/o hitting any handle too
*Map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts
*Connected entities selector/walker
*Build->customize: list available build variables
*50x faster light radius rendering
*Light power is adjustable by mouse drag
*Anisotropic textures filtering
*Optional MSAA in viewports
*New very fast entity names rendering system
*Support 'stupid quake bug'
*Arbitrary texture projections for brushes and curves
*Fully working texture lock, supporting any affine transformation
*Texture locking during vertex and edge manipulations
*Brush resize (QE tool): reduce selected faces amount to most wanted ones
*Support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220
*Autodetect brush type on map opening
*Automatic AP, BP and Valve220 brush types conversion on map Import and Paste
*New bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew)
*rendering of Q3 shader based skyboxes
*Incredible number of fixes and options
===Q3Map2===
*q3map_remapshader remaps anything fine, on all stages
*Automatic map packager (complete Q3 support)
*Report full / full pk3 path on file syntax errors
*Allowed simultaneous samples+filter use, makes sense
*-brightness 0..a lot, def 1: mimics q3map_lightmapBrightness globally
*-contrast -255..255, def 0: lighting contrast
*-saturation light option
*-bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
*-nolm - no lightmaps
*-novertex works, (0..1) sets globally
*-vertexscale
*New area lights backsplash algorithm (utilizing area lights instead of point ones)
*-backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash)
*New slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
*-extlmhacksize zero effort external lightmaps for Q3
*Valve220 mapformat autodetection and support
*Consistent brush content deduction with mixed face parameters
*Model shaders paths deduction
*Fixed model autoclip, added 20 new clipping modes
*Support negative misc_model scale
*Assimp model loading library (40+ formats)
*-json bsp export/import
*-mergebsp injects one bsp to another
*No shaderlist.txt mode: load all shaders
== Forks ==
*MRVN-Radiant
** For games (which runs on heavily modified engine).
== External links ==
* 
* GitHub Repository of NetRadiant-Custom
Category:Third Party Tools
Category:Third Party GoldSrc Tools