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    <title>The level editor on NetRadiant</title>
    <link>https://netradiant.gitlab.io/</link>
    <description>Recent content in The level editor on NetRadiant</description>
    <generator>Hugo -- gohugo.io</generator>
    <lastBuildDate>Tue, 28 Jun 2022 00:00:00 +0000</lastBuildDate><atom:link href="https://netradiant.gitlab.io/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Updated builds</title>
      <link>https://netradiant.gitlab.io/post/2022-06-28-updated-builds/</link>
      <pubDate>Tue, 28 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2022-06-28-updated-builds/</guid>
      <description>Builds were updated, see the download page!
They&amp;rsquo;re built for Linux, Windows (32 &amp;amp; 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.</description>
    </item>
    
    <item>
      <title>Unhardcoded engine path</title>
      <link>https://netradiant.gitlab.io/post/2022-06-25-unhardcoded-engine-path/</link>
      <pubDate>Sat, 25 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2022-06-25-unhardcoded-engine-path/</guid>
      <description>It&amp;rsquo;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&amp;rsquo;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.</description>
    </item>
    
    <item>
      <title>More game packs</title>
      <link>https://netradiant.gitlab.io/post/2021-11-08-more-gamepacks/</link>
      <pubDate>Sun, 19 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-11-08-more-gamepacks/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>User path change</title>
      <link>https://netradiant.gitlab.io/post/2022-06-19-user-path-change/</link>
      <pubDate>Sun, 19 Jun 2022 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2022-06-19-user-path-change/</guid>
      <description>On Windows the user directory is now saved as %AppData%/NetRadiant (for example: C:\Users\&amp;lt;username&amp;gt;\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.</description>
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    <item>
      <title>DDS prefix</title>
      <link>https://netradiant.gitlab.io/post/2021-11-08-dds-prefix/</link>
      <pubDate>Mon, 08 Nov 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-11-08-dds-prefix/</guid>
      <description>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).</description>
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    <item>
      <title>IQM models in q3map2</title>
      <link>https://netradiant.gitlab.io/post/2021-08-10-iqm-q3map2/</link>
      <pubDate>Tue, 10 Aug 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-08-10-iqm-q3map2/</guid>
      <description>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&amp;rsquo;s possible to bake such IQM model in geometry and compute lightmaps for them.</description>
    </item>
    
    <item>
      <title>Modifiable Field of View</title>
      <link>https://netradiant.gitlab.io/post/2021-06-27-modifiable-fov/</link>
      <pubDate>Sun, 27 Jun 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-06-27-modifiable-fov/</guid>
      <description>Thanks to ballerburg9005 it&amp;rsquo;s now possible to adjust field of view (FOV) in camera preferences!</description>
    </item>
    
    <item>
      <title>GTK3 debut</title>
      <link>https://netradiant.gitlab.io/post/2021-03-23-gtk3-debut/</link>
      <pubDate>Tue, 23 Mar 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-03-23-gtk3-debut/</guid>
      <description>It&amp;rsquo;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&amp;rsquo;s nice to see some results!</description>
    </item>
    
    <item>
      <title>Clickable Linux binary</title>
      <link>https://netradiant.gitlab.io/post/2021-03-07-clickable-linux-binary/</link>
      <pubDate>Sun, 07 Mar 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-03-07-clickable-linux-binary/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>macOS debut</title>
      <link>https://netradiant.gitlab.io/post/2021-02-20-macos-debut/</link>
      <pubDate>Sat, 20 Feb 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-02-20-macos-debut/</guid>
      <description>It&amp;rsquo;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&amp;rsquo;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.</description>
    </item>
    
    <item>
      <title>PK3 symlink support</title>
      <link>https://netradiant.gitlab.io/post/2021-02-25-pk3-symlink/</link>
      <pubDate>Sat, 20 Feb 2021 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2021-02-25-pk3-symlink/</guid>
      <description>Xonotic makes usage of in-PK3 symbolic link to deduplicate files in distributed game, it&amp;rsquo;s a feature implemented in Darkplaces engine. This feature is also supported by the Dæmon engine.
NetRadiant level editor and q3map2 map compiler now supports them. This was one of the things preventing to edit map against released Xonotic assets. The other missing thing required to ditch the Xonotic mapping package is the support of the dds/ prefix, that will be addressed later.</description>
    </item>
    
    <item>
      <title>2020 Easter builds</title>
      <link>https://netradiant.gitlab.io/post/2020-04-19-easter-builds/</link>
      <pubDate>Sun, 19 Apr 2020 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2020-04-19-easter-builds/</guid>
      <description>2020 Easter builds are available, see the download page!
Thanks to Barto and Breli, issues in both Smokin&amp;rsquo; Guns gamepack and .tex support in map compiler were fixed! You may checkout the latest map by Breli, “Sweetwater”, made with NetRadiant! This map is an hommage to one of the greatest movies of all time!
On the same time, divVerent fixed an issue reported by Garux about generated grid light not working on Quake III Arena legacy renderer.</description>
    </item>
    
    <item>
      <title>NetRadiant got a new website!</title>
      <link>https://netradiant.gitlab.io/post/2020-01-14-netradiant-got-a-new-website/</link>
      <pubDate>Tue, 14 Jan 2020 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2020-01-14-netradiant-got-a-new-website/</guid>
      <description>Share the URL, spread the word: netradiant.gitlab.io</description>
    </item>
    
    <item>
      <title>New builds</title>
      <link>https://netradiant.gitlab.io/post/2019-09-09-new-builds/</link>
      <pubDate>Thu, 08 Aug 2019 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2019-09-09-new-builds/</guid>
      <description>New builds are available, see the download page!
They&amp;rsquo;re built for Linux and Windows (known to work on Wine on macOS), and are shipped with the daemonmap tool for Unvanquished navmesh generation.</description>
    </item>
    
    <item>
      <title>Autorestart on game or layout change</title>
      <link>https://netradiant.gitlab.io/post/2019-07-22-autorestart/</link>
      <pubDate>Mon, 22 Jul 2019 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2019-07-22-autorestart/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>Fixed PNG cheap transparency</title>
      <link>https://netradiant.gitlab.io/post/2018-10-03-png-transparency/</link>
      <pubDate>Sun, 02 Jun 2019 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-10-03-png-transparency/</guid>
      <description>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 attempt to optimize them.</description>
    </item>
    
    <item>
      <title>NetRadiant on FreeBSD</title>
      <link>https://netradiant.gitlab.io/post/2019-06-02-freebsd/</link>
      <pubDate>Sun, 02 Jun 2019 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2019-06-02-freebsd/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>New game packs: Q3Rally, Smokin&#39; Guns and Kingpin</title>
      <link>https://netradiant.gitlab.io/post/2019-05-18-new-game-packs/</link>
      <pubDate>Sat, 18 May 2019 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2019-05-18-new-game-packs/</guid>
      <description>Some new gamepacks were added for three games: Q3Rally, Smokin&amp;rsquo; Guns, and Kingpin.
In order to add support for the Smokin&amp;rsquo; Guns game, some features from an old Smokin&amp;rsquo; Guns fork of Q3map2 (from SG Mapping tools) had to be merged first.
See related merge threads for more information: Q3Rally game pack, Smokin&amp;rsquo; Guns support, Kingpin game pack.</description>
    </item>
    
    <item>
      <title>Denumberized maps for Git lovers</title>
      <link>https://netradiant.gitlab.io/post/2018-10-03-denumberized-maps/</link>
      <pubDate>Wed, 03 Oct 2018 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-10-03-denumberized-maps/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>IQM model support</title>
      <link>https://netradiant.gitlab.io/post/2018-04-29-iqm-model/</link>
      <pubDate>Sun, 29 Apr 2018 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-04-29-iqm-model/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>CRN and WebP image support</title>
      <link>https://netradiant.gitlab.io/post/2018-10-28-crn-webp-image/</link>
      <pubDate>Sat, 06 Jan 2018 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-10-28-crn-webp-image/</guid>
      <description>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&amp;rsquo;s implementation. Also, the WebP image support is now merged. It was implemented long time ago and distributed with Ingar&amp;rsquo;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.</description>
    </item>
    
    <item>
      <title>CSG Make Room operation</title>
      <link>https://netradiant.gitlab.io/post/2018-09-04-csg-make-room/</link>
      <pubDate>Sat, 06 Jan 2018 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-09-04-csg-make-room/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>Pakpath support</title>
      <link>https://netradiant.gitlab.io/post/2018-01-06-pakpath-support/</link>
      <pubDate>Sat, 06 Jan 2018 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2018-01-06-pakpath-support/</guid>
      <description>Pakpaths support was just added, NetRadiant can support up to 5 pakpaths and it&amp;rsquo;s also possible to disable engine directoru and home directory to fully control what&amp;rsquo;s loaded or not. Q3map2 got the -fs_pakpath option like Dæmon&amp;rsquo;s -pakpath and related option to also disable engine and home directory.
Gamepacks may have to be edited to fully benefit fromthe feature, learn more on the related merge request thread.</description>
    </item>
    
    <item>
      <title>PK3dir and DPK/DPKdir support</title>
      <link>https://netradiant.gitlab.io/post/2017-07-10-pk3dir-dpkdir/</link>
      <pubDate>Mon, 10 Jul 2017 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/post/2017-07-10-pk3dir-dpkdir/</guid>
      <description>PK3dir and DPKdir support was added. A PK3dir is a directory with the exact same layout of a PK3, to be used in place of PK3 for development purpose. A DPKdir is the same kind of directory but for DPK archives. The DPK format extends the PK3 one with dependency management. At this point, only NetRadiant handles dependencies, The Q3map2 map compiler loads all DPK as PK3 without taking care of dependencies yet.</description>
    </item>
    
    <item>
      <title>About NetRadiant</title>
      <link>https://netradiant.gitlab.io/page/about/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/page/about/</guid>
      <description>NetRadiant is a free and open-source 3D game level editor using the brush methodology.
NetRadiant is cross platform and is known to run well on Linux, Windows and FreeBSD. While not being native on macOS yet, it is reported to run well on this system using Wine. Download NetRadiant and start mapping!
Historically a fork of the GtkRadiant project from Id Software, it is maintained by a community of gamers, mappers, modders and game developpers.</description>
    </item>
    
    <item>
      <title>Download NetRadiant</title>
      <link>https://netradiant.gitlab.io/page/download/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://netradiant.gitlab.io/page/download/</guid>
      <description>NetRadiant builds Those are built from time to time by illwieckz, in an attempt to provide up-to-date NetRadiant builds.
Download NetRadiant 1.5.0-20220628 Linux users are expected to have an already working GTK2 and OpenGL environment1. Windows users can enable optional Mesa3D rendering2.
Linux 64-bit: EU download, US download. Windows 64-bit: EU download, US download. Windows 32-bit: EU download, US download. macOS 64-bit: EU download, US download. FreeBSD 64-bit: EU download, US download.</description>
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