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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 and FreeBSD. macOS user? there is a solution for you, learn more…

New builds

New builds
New builds are available, see the download page! They’re built for Linux and Windows (known to work on Wine on macOS), and are shipped with the daemonmap tool for Unvanquished navmesh generation. [Read More]

Autorestart on game or layout change

Autorestart on game or layout change
NetRadiant is now able to restart itself when game is changed or a new layout is selected, asking the user for confirmation and reloading the current map. This makes easy to change the window layout since it will just be applied and reloaded using the current map, and it makes easier to switch the game after loading a map, which is very convenient when the map is loaded thanks to file association but NetRadiant is started with the wrong game. [Read More]

Fixed PNG cheap transparency

Fixed PNG cheap transparency
A bug was found in PNG image plugin of NetRadiant. This was affecting alpha channel stored in tRNS PNG chunk, also know as PNG cheap transparency. The PNG format has many storage options and its space-saving efficiency mainly comes from the ability optimizers have to select the storage format that saves the most file space for a given texture. Unfortunately, those various formats are rarely used because a very few if not almost none editing tools having PNG export option attempts to optimize them. [Read More]

NetRadiant on FreeBSD

NetRadiant on FreeBSD
NetRadiant was ported to FreeBSD. Thanks to some rework done by TimePath on the global defines, some part was very straightforward. At some point, some issues faced were the same as the ones faced on macOS, so doing this is one step toward macOS support (which is not usable yet due to a feature missing in provided GtkGLExt). Also, Crunch was fixed to build on FreeBSD too, meaning the support is complete. [Read More]

New game packs: Q3Rally, Smokin' Guns and Kingpin

New game packs: Q3Rally, Smokin' Guns and Kingpin
Some new gamepacks were added for three games: Q3Rally, Smokin’ Guns, and Kingpin. In order to add support for the Smokin’ Guns game, some features from an old Smokin’ Guns fork of Q3map2 (from SG Mapping tools) had to be merged first. See related merge threads for more information: Q3Rally game pack, Smokin’ Guns support, Kingpin game pack. [Read More]

Denumberized maps for Git lovers

Denumberized maps for Git lovers
By default, NetRadiant writes map with a lot of comment telling the entity or brush number. This is a legacy behavior that may be useful for debugging, comments like that: // entity 0 // brush 249 Unfortunately, this does not integrate well with source version control tools, as a simple modification in a map can renumber a thousands of lines, making diff unreadable and marge painful. An option was added to make the behavior disableable by the user. [Read More]

IQM model support

IQM model support
AARadiant, from the Alien Arena project, had a plugin for IQM Models. This plug-in was imported in NetRadiant. Unfortunately, this plug-in was not complete: model texture support was missing! Following IQM specifications, model texturing has been implemented. This is fresh and there may be bugs, tell us if you find some! Learn more about this on related merge threads: plugin code import, model texturing implementation. [Read More]

CRN and WebP image support

CRN and WebP image support
The CRN format support was added to both NetRadiant and Q3map2. It is implemented by using the Crunch submodule from Dæmon Engine which follows Unity’s implementation. Also, the WebP image support is now merged. It was implemented long time ago and distributed with Ingar’s builds for years, but was not merged until now. Also, NetRadiant was made more resilient by not erroring on missing image support. The CRN format is an image compression format optimized for GPU loading like DDS or KTX, hence it is likely to be used by games. [Read More]

CSG Make Room operation

CSG Make Room operation
With the help of Garux (thanks to him!), the CSG “Make Room” operation was added. It makes possible to create a room from a brush by surrounding it, which is very handy to create skyboxes. See the related merge request thread for details about implementation. The feature was also ported to DarkRadiant to help our friends from The Dark Mod and the Doom 3 mapping community. [Read More]