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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….
Xonotic makes usage of in-PK3 symbolic link to deduplicate files in distributed game, it’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.
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2020 Easter builds
2020 Easter builds are available, see the download page!
Thanks to Barto and Breli, issues in both Smokin’ 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.
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NetRadiant got a new website!
Share the URL, spread the word: netradiant.gitlab.io
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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.
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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.
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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 attempt to optimize them.
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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.
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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.
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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.
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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.
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