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The open-source, cross-platform level editor for id Tech based games.
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contrib tweak VIEWTYPE related code Aug 28, 2019
docs Radiant: Aug 1, 2017
icons Radiant: Aug 2, 2017
include tweak VIEWTYPE related code Aug 28, 2019
libs refactor template class LatchedValue use Sep 7, 2019
plugins * fix alt + m1 indirect faces picking, when object is partially or fu… Apr 28, 2019
radiant binds... * shift + }/{: CameraModeNext/Prev Sep 8, 2019
regression_tests/q3map2 simplify map file Apr 2, 2012
setup * UV Tool (edit texture alignment of selected face) modifiers: May 19, 2019
tools q3map2 * _maxlight worldspawn key (works unless exposure is used) (fo… Jul 25, 2019
.cproject import… Feb 7, 2018
.gitattributes update gitattributes Aug 27, 2011
.gitignore import… Feb 7, 2018
.patchsets branch-manager fixes Mar 9, 2009
.project import… Feb 7, 2018
COMPILING fix typo Dec 21, 2018
CONTRIBUTORS Merge commit '515673c08f8718a237e90c2130a1f5294f966d6a' Mar 27, 2012
ChangeLog update changelog Apr 26, 2009
ChangeLog.idsoftware update changelog; make the Makefile support a MAKEFILE_CONF parameter… Dec 9, 2008
DoxyConfig initial Sep 13, 2008
Doxyfile initial Sep 13, 2008
GPL initial Sep 13, 2008
LGPL initial Sep 13, 2008
LICENSE initial Sep 13, 2008
Makefile calm down -Wdelete-non-virtual-dtor warnings Feb 26, 2019
Makefile.conf Update these files as well Aug 29, 2010 update readme Jul 6, 2019
TODO Q3map2: Aug 1, 2017
branch-manager branch-manager fixes Mar 9, 2009
conftest.cpp my own uncrustify run Mar 27, 2012
cross-Makefile.conf split up into, mingw-radiantdep… Jan 14, 2013 import… Feb 7, 2018 fix lots of CRLFs Apr 17, 2010 fix lots of CRLFs Apr 17, 2010 initial Sep 13, 2008 updates to by maci and me Jan 15, 2013 also copy new external gdk-pixbuf stuff Dec 21, 2018 also include libjpeg8 here Mar 1, 2012 leave out 4 files Jan 23, 2012 Fix/add gamepacks links; workarounds for some games Oct 17, 2017 Fix/add gamepacks links; workarounds for some games Oct 17, 2017 ::zerowing-base=336 Nov 18, 2010
mingw-Makefile.conf split up into, mingw-radiantdep… Jan 14, 2013 split up into, mingw-radiantdep… Jan 14, 2013
mingw-fedora-Makefile.conf Fedora support patch by maci (make DLL finding work with Fedora's mingw) Jan 14, 2013 split up into, mingw-radiantdep… Jan 14, 2013
msys2-Makefile.conf simplify msys2-Makefile.conf Feb 8, 2018
uncrustify.cfg uncrustify config - not applying until more sync with internal versio… Mar 27, 2012


The open-source, cross-platform level editor for id Tech based games.

NetRadiant-custom is a fork of NetRadiant (GtkRadiant 1.4→massive rewrite→1.5→NetRadiant→this)



Ready-to-use packages are available in the Releases section.

Supported games

Main focus is on Quake, Quake3 and Quake Live.

Though other normally supported games should work too; See unverified game configs.


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
  • 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 to 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: gtk 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)
  • Incredible number of fixes and options


  • Allowed simultaneous samples+filter use, makes sense
  • -vertexscale
  • -novertex works, (0..1) sets globally
  • Fixed _clone _ins _instance (_clonename) functionality
  • -nolm - no lightmaps
  • -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
  • q3map_remapshader remaps anything fine, on all stages
  • Fixed model autoclip, added 20 new modes
  • Automatic map packager (complete Q3 support)
  • -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
  • -contrast -255..255, def 0: lighting contrast
  • Report full / full pk3 path on file syntax errors
  • 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)
  • Valve220 mapformat autodetection and support
  • Correct .obj and .mtl loading
  • Guessing model shaders paths
see changelog-custom.txt for more


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