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Marco Cawthorne 3026ccf374
Add docs/
11 months ago
docs Add docs/ 11 months ago
include Add support for WAD2/WAD3 loading, as well as fixed PAK support. 2 years ago
libs Building fixes from the Win32 branch. (#19) 2 years ago
plugins Building fixes from the Win32 branch. (#19) 2 years ago
resources add ktx to the list of supported texture types 1 year ago
src Building fixes from the Win32 branch. (#19) 2 years ago
tools vmap: skip remapped materials when looking for an already allocated material. 2 years ago
Makefile rename radiant/ to src/, remove some redundant files, update paths, move 3 years ago Clarify NT building notes 1 year ago
icon.png Initial commit 3 years ago
worldspawn.desktop If LastFolder isn't set, pick enginePath, not userGamePath 2 years ago

WorldSpawn Logo WorldSpawn

The worlds most opinionated fork of Radiant.

The editor we use at Vera Visions to create BSP levels. It was forked from NetRadiant in June of 2018 and was a result of necessity.

We wanted to move away from a proprietary toolchain that had technical issues the developer would not ever get back to us about, so we ended up here.

Use it if you actually want to use the features listed below - note that they require a modified engine as our BSP format is different from standard idTech 3 BSP. You will not be able to make levels compatible with other games and engines.

There's plenty of other editors for the first-party id Tech games. Please use those instead if you want to use a level editor with actual support, submission for feature requests, etc. - we are only sharing this because that's the best way of preserving software.

Please respect this notice, thank you.


Editor Changes

  • Valve 220 format is used top to bottom, imported & exported, with texture coords handled internally the same way, including the compiler
  • Integration with our own material format (no more giant .shader files)
  • Support for vertex-color/alpha editing of patches using our new fixed patch format, allowing technologies such as 4-way texture blending and whatever your designers can imagine
  • Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style Input/Output system for triggers
  • Support for VVM (based on IQM) model format in the BSP compiler as well as the editor
  • Support for internal and external High-Dynamic-Range lightmaps in the BSP compiler
  • Support for cubemap aware surfaces in the BSP compiler
  • Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler
  • More bug-fixes than you could possibly imagine


Back then there was no fork of Radiant supporting the 220 format like said program had exported. We had to make that happen on our own, since then we've expanded and kept changing more to meet our own needs. On top of that, there's other benefits from working in our own Radiant fork.

Rapid experimentation and tech development doesn't fit into an editor like GtkRadiant, which aims to be stable, reliable and support a specific set of games really, really well.

We can afford to break compat here in order to achieve our goals. It will break, be unstable and all that jazz at the cost of supporting the greatest and latest of we're working on.

Some code in here (like the IQM support in the compiler) has made it into other Radiant forks when we deem it to be mature. However not everything in here is going to be of interest to other Radiant forks.

A lot of the changes are specific to our BSP format & engine too. So tech like per-surface picked and generated environment maps will never make it into other games. Sorry!


To compile on a standard GNU/Linux system: LDFLAGS=-ldl make -j $(nproc)

On BSD you should probably use GNU make right now. The Makefiles are simple enough however. Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use it.

On NT you'll have to jump through a lot more hoops, here's the gist:

  1. MSYS2:
  2. in the msys2 shell, enter pacman -S --needed base-devel git unzip mingw-w64-$(uname -m)-{toolchain,make,gtk2,gtkglext,minizip-git}
  3. boot into the Mingw64 shell, don't use the stock MSYS2 shell
  4. run make and it should build everything, in theory

Please don't contact us about helping you build it on Windows. This is a development tool. This is provided AS-IS.

It'll compile everything into a subdirectory 'build'. At the end it'll copy files from ./resources into it too.

In the Nuclide SDK, will call make with the appropriate flags for Linux/BSD automatically and move it into Nuclide's ./bin directory.


  • GNU make
  • gcc-core
  • gcc-c++
  • gtk2-devel
  • gtkglext-devel
  • libxml2-devel
  • libjpeg8-devel
  • minizip-devel


As mentioned before, if you need help with this: you're on your own.

Please use GtkRadiant if you want to make levels for existing games.