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NetRadiant is a brush-based 3D game level editor with support for many games like Xonotic, Unvanquished, and more…
Maintained by a community of gamers, mappers, modders and game developpers, NetRadiant is free and open source and run on various operating systems like Linux, Windows, macOS and FreeBSD, learn more….
Builds were updated, see the download page!
They’re built for Linux, Windows (32 & 64-bit), macOS and FreeBSD. They have native or native-like apperance on all systems and macOS application supports both Light and Dark theme (NetRadiant selects the right one at sartup).
Xonotic mapping support package is not required anymore: in-PK3 symlinks are now supported as well as dds/ prefix. Q3map2 can bake IQM models, NetRadiant camera field of view is modifiable, and Linux NetRadiant binary is clickable.
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Unhardcoded engine path
It’s now possible to use some keywords in NetRadiant gamepacks to set engine folder that may differ according to the user configuration.
For example it is possible to set paths using %ProgramFiles%, ${HOME}, ${XDG_DATA_HOME} and other things like that in a way the string is rewrote according to the user environment.
Maybe one day this feature will be usable for game user directory too, we’ll see!
Note: this feature may not be implemented in other Radiant so a gamepack making use of this feature is specific to compatible editors like upstream NetRadiant.
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More game packs
More games packs are now shipped, games like Warfork, AlienArena, UrbanTerror, Quake Live, Soldier of Fortune 2, Star Trek Voyager: Elite Force… Some repositories were created to store some fixes for them.
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User path change
On Windows the user directory is now saved as %AppData%/NetRadiant (for example: C:\Users\<username>\AppData\Roaming\NetRadiant) which makes more sense and avoids conflicting with NetRadiant Custom directory to prevent each other to rewrite the same configuration files (NetRadiant Custom is another NetRadiant fork).
The old directory was named NetRadiantSettings in the same parent folder. If you were not using other NetRadiant fork or you know your configuration is fine, you can recover your configuration by renaming the folder NetRadiant.
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DDS prefix
Games like Doom3 and Xonotic expect a dds/ prefix for DDS images. For example a TGA image named textures/castle/brick.tga would be stored as dds/textures/castle/brick.dds when distributed in DDS format. The feature to also look for a given image path in dds/ folder was implemented both in NetRadiant level editor and the q3map2 map compiler.
DDS format is DirectDraw Surface, a compressed image format tailored for GPUs (graphics card can process them compressed in memory).
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IQM models in q3map2
The q3map2 map compiler now supports IQM models and can bake them in BSP when compiling maps.
Until now, only the NetRadiant editor had IQM model support, the editor was able to render them but to get such model included in a map one had to use them as misc_anim_model to let the engine render them, and it was not possible to compute lightmaps for them.
Now that the map compiler also supports this model format, it’s possible to bake such IQM model in geometry and compute lightmaps for them.
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Modifiable Field of View
Thanks to ballerburg9005 it’s now possible to adjust field of view (FOV) in camera preferences!
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GTK3 debut
It’s now possible to build NetRadiant against GTK3 by setting the GTK_TARGET build option to 3 instead of 2. This is only expected to work on Linux, FreeBSD and Windows (upstream GTK3 for macOS looks to not be ready for our needs yet) and is still buggy.
The effort to port NetRadiant to newer versions of GTK is a long time effort started years ago. It’s nice to see some results!
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Clickable Linux binary
Because of a bug in a common Linux desktop component, the NetRadiant binary was not clickable on some Linux systems: user had to run NetRadiant from command line, not from the file manager (the binary was wrongly detected as a shared library!).
This is worked around by producing the binary with another format that is properly recognized as binary by file managers and then clickable.
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macOS debut
It’s now possible to build for macOS with bundling of libraries. It relies on a custom branch of GtkGLExt which is a bit buggy (euphemism) but fortunately most of the bugs can be worked around.
That build does not require X11 (XQuartz), it’s a native GTK build with non-X11 OpenGL.
A Mojave-like GTK theme can be bundled with both light and dark variant, the editor selects the theme variant at startup according to the current desktop preference.
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