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	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lostbuthappy</id>
	<title>The DarkMod Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lostbuthappy"/>
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	<updated>2026-04-30T09:41:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_enabled.jpg&amp;diff=9446</id>
		<title>File:Layers enabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_enabled.jpg&amp;diff=9446"/>
		<updated>2009-12-22T14:36:10Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: corrected another url (had my proxy in it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with enabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]].&lt;br /&gt;
&lt;br /&gt;
[http://img57.imageshack.us/img57/1691/layer04kp0.jpg Click here for a larger version of this image] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9445</id>
		<title>File:Layers disabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9445"/>
		<updated>2009-12-22T14:34:16Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: corrected url&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with disabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]].&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/6417/layer05vl2.jpg Click here for a larger version of this image] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc&amp;diff=9437</id>
		<title>Limits, Max, Min, Stats, etc</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Limits,_Max,_Min,_Stats,_etc&amp;diff=9437"/>
		<updated>2009-12-20T02:53:12Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: added some fun facts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Written by Fidcal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a collection of game and map limits, maximums and minimums, etc. for the mapper to reference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that some values might change as many features are still work in progress.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All units used here are Dark Radiant grid units (same as Doom 3 units.)&lt;br /&gt;
&lt;br /&gt;
==Conversion of game units==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Conversion of Game Units]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1.1 DarkRadiant grid units = 1 inch = 2.54 cm&lt;br /&gt;
* 1 DarkRadiant unit = 0.909 inches = 2.309 cm&lt;br /&gt;
&lt;br /&gt;
==Grid Size==&lt;br /&gt;
&lt;br /&gt;
Grid size is 131,072 x 131,072 units x 131,072 (inches) or about 2 x 2 x 2 miles&lt;br /&gt;
&lt;br /&gt;
Theoretically a map might be made with about 50 stacks of 2 x 2 miles each about 200 foot high that&#039;s 100 x 100 miles or 10,000 square miles. Problem is handling the file size but it illustrates that the only limit is labour, imagination, RAM size, etc.&lt;br /&gt;
&lt;br /&gt;
==Entities Max in Map==&lt;br /&gt;
&lt;br /&gt;
The limit is 8192 entities. However, maps should not get too close to this limit, as headroom for entities spawned at runtime has to be left (projectiles and such). It&#039;s possible to raise this limit in the SDK, but usually we won&#039;t do that until it&#039;s absolutely necessary. The bonehoard has about 700 entities currently, but angua is really saving them.&lt;br /&gt;
&lt;br /&gt;
The limit can already be changed if that is indeed needed.&lt;br /&gt;
&lt;br /&gt;
==Player Limits==&lt;br /&gt;
&lt;br /&gt;
===Doorways, gaps===&lt;br /&gt;
&lt;br /&gt;
* Minimum width a player can squeeze through = 33&lt;br /&gt;
* Minimum width a player can lean into = 20&lt;br /&gt;
* Minimum height a player can walk under = 75&lt;br /&gt;
* Minimum height a player can crouch through is 39&lt;br /&gt;
* Minimum square hole to drop into/mantle out of is 39 (length) x 33 (width.) Note that this is difficult (impossible?) to mantle up through if no sides in hole to align to (ie if just a hole in a ceiling rather than a 39 x 33 shaft, see below)&lt;br /&gt;
* Minimum oval hole to drop into/mantle out of is 39 (length) x 33 (width.) Note that this is extremely difficult for the player to align to even to drop down, see below.&lt;br /&gt;
* Minimum circular hole to drop into/mantle out of is 39 x 39 Note that this is presumed and not tested and likely to be extremely difficult for the player to align to even to drop down, see below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADDITIONAL NOTES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Ladders need significant extra space so allow for that and test. Sometimes a ladder does not need to go through an opening but only up to it. See also the following note.&lt;br /&gt;
# Smaller gaps can be simulated by lining the opening with entity brush(es)/patch(es) and giving it/them the property/value:  solid 0. But you need to consider the player&#039;s vision clipping into that &#039;simulated solid&#039; and test this. This same technique can also be used to simulate even legitimate small/minimum sizes (ie, make the actual solid gap larger) in order to make them easier (and probably less frustrating) for the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mantling, Jumping===&lt;br /&gt;
&lt;br /&gt;
* MaximComfortable mantle&lt;br /&gt;
* Maximum normal mantle, standing, walking, or running = 134&lt;br /&gt;
* Maximum jump mantle, standing, walking, or running = 182&lt;br /&gt;
* Minimum height to mantle onto = 1&lt;br /&gt;
* Minimum width to mantle onto = 1&lt;br /&gt;
* Minimum open wall depth to mantle onto = 1&lt;br /&gt;
* Minimum shelf depth to jump mantle onto from front = 16&lt;br /&gt;
* Minimum shelf depth to jump mantle onto from side = 16&lt;br /&gt;
* Minimum ledge depth to mantle or jump mantle onto from front = 16&lt;br /&gt;
* Minimum ledge depth to mantle or jump mantle onto from side = 16&lt;br /&gt;
* Minimum height of bottom of shelf to normal mantle onto = 74&lt;br /&gt;
* Minimum height of bottom of shelf to jump mantle onto = 122&lt;br /&gt;
* Maximum gap to run jump mantle over = 176&lt;br /&gt;
* Maximum fall without damage = 186&lt;br /&gt;
&lt;br /&gt;
==Slopes and Steps==&lt;br /&gt;
&lt;br /&gt;
The maximum slope for an AI is approximately 40 degrees from the horizontal but varies upon the situation and the AI.&lt;br /&gt;
&lt;br /&gt;
The player can walk without slipping off on slopes no steeper than 45 degrees from the horizontal. If the terrain is rough this could be frustratingly difficult, however. By default, the player cannot mantle on slopes steeper than 45 degrees either (this is intended to avoid continuous-mantling exploits).&lt;br /&gt;
&lt;br /&gt;
The maximum step height for AI and player is 16 though some AI cannot step up over 14 and perhaps less. But the minimum depth from front to back of a step is only 1 and this can be used to get extreme slopes and very steep steps - even near vertical walls (see [[Pathfinding]])&lt;br /&gt;
&lt;br /&gt;
==Weapons and Items==&lt;br /&gt;
* Maximum length of rope attached to the rope arrow = ~400&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9436</id>
		<title>Layers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9436"/>
		<updated>2009-12-20T02:39:07Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: assigned categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:LayerInspector.jpg|thumb|368px|right|The layer inspector]]&lt;br /&gt;
The idea of layers to organize and simplify the users experience in editing media is not a new one. Most image editing software like Photoshop or The Gimp have this feature as well as several 3D modeling/mapping programs, including Dark Radiant, of course. If you are new to the concept of layers, just imagine them as a convenient way to hide elements that are currently in the way.&lt;br /&gt;
Please note that layers are only a tool to organize your map, they have no effect in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_enabled.jpg|368px|thumb|right|Without layers, working in this cluttered space would be a nightmare...]]&lt;br /&gt;
== The Layer Inspector ==&lt;br /&gt;
To use Dark Radiant&#039;s layer feature, open the layer inspector with the default shortcut {{Key|Ctrl+L}} or via the View-&amp;gt;Layers menu entry. If you haven&#039;t tinkered with layers yet you should see a list with exactly one entry called &#039;&#039;Default&#039;&#039; (unlike in the screenshot to the right). This is the layer that Dark Radiant automatically creates for you when you begin a new map and that every element belongs to unless you reassign it. It is in every map and can not be removed. &lt;br /&gt;
&lt;br /&gt;
In the layer inspector window you can do the following things:&lt;br /&gt;
* By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it&#039;s elements&lt;br /&gt;
* Clicking the layer name itself will select/deselect all members of that layer.&lt;br /&gt;
* The two buttons to the right of the layer name allow you to change it&#039;s name and to delete a layer (in that order). If you delete a layer, it&#039;s elements will not be removed from the map, but assigned to the Default layer instead.&lt;br /&gt;
* Click on &#039;&#039;New&#039;&#039; to create a new layer. You&#039;ll be prompted to give it a unique and - preferably - meaningful name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_disabled.jpg|368px|thumb|right|...but with most of the layers hidden from view everything becomes clear again.]]&lt;br /&gt;
== How to Assign Elements to Layers ==&lt;br /&gt;
Select one or more elements and then right click anywhere in the orthogonal view. At the bottom of the context menu you should see the following items:&lt;br /&gt;
* &#039;&#039;&#039;Create Layer...&#039;&#039;&#039;: Same as &#039;&#039;New&#039;&#039; in the layer inspector.&lt;br /&gt;
* &#039;&#039;&#039;Add to Layer...&#039;&#039;&#039;: If you add something to a layer, it will become a member of this layer but also remains in the layers it alrady belongs to.&lt;br /&gt;
* &#039;&#039;&#039;Move to Layer...&#039;&#039;&#039;: Same as above, but the element will exclusively be a member of the newly assigned layer.&lt;br /&gt;
* &#039;&#039;&#039;Remove from Layer...&#039;&#039;&#039;: Removes an element from a layer. Note that the list shows all layers, not only those that the selected element is a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
There are no real alternatives to layers but two very convenient companions that you may use alongside:&lt;br /&gt;
* Select anything you don&#039;t want to see and press {{Key|H}} to hide it from view. Press {{Key|Shift+H}} to show it again. If you hide a selection then all the elements you hid previously will remain invisible.&lt;br /&gt;
* With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures by using [http://en.wikipedia.org/wiki/Regex regular expressions].&lt;br /&gt;
{{editing}}{{darkradiant}}&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9435</id>
		<title>Layers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9435"/>
		<updated>2009-12-19T16:51:26Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:LayerInspector.jpg|thumb|368px|right|The layer inspector]]&lt;br /&gt;
The idea of layers to organize and simplify the users experience in editing media is not a new one. Most image editing software like Photoshop or The Gimp have this feature as well as several 3D modeling/mapping programs, including Dark Radiant, of course. If you are new to the concept of layers, just imagine them as a convenient way to hide elements that are currently in the way.&lt;br /&gt;
Please note that layers are only a tool to organize your map, they have no effect in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_enabled.jpg|368px|thumb|right|Without layers, working in this cluttered space would be a nightmare...]]&lt;br /&gt;
== The Layer Inspector ==&lt;br /&gt;
To use Dark Radiant&#039;s layer feature, open the layer inspector with the default shortcut {{Key|Ctrl+L}} or via the View-&amp;gt;Layers menu entry. If you haven&#039;t tinkered with layers yet you should see a list with exactly one entry called &#039;&#039;Default&#039;&#039; (unlike in the screenshot to the right). This is the layer that Dark Radiant automatically creates for you when you begin a new map and that every element belongs to unless you reassign it. It is in every map and can not be removed. &lt;br /&gt;
&lt;br /&gt;
In the layer inspector window you can do the following things:&lt;br /&gt;
* By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it&#039;s elements&lt;br /&gt;
* Clicking the layer name itself will select/deselect all members of that layer.&lt;br /&gt;
* The two buttons to the right of the layer name allow you to change it&#039;s name and to delete a layer (in that order). If you delete a layer, it&#039;s elements will not be removed from the map, but assigned to the Default layer instead.&lt;br /&gt;
* Click on &#039;&#039;New&#039;&#039; to create a new layer. You&#039;ll be prompted to give it a unique and - preferably - meaningful name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_disabled.jpg|368px|thumb|right|...but with most of the layers hidden from view everything becomes clear again.]]&lt;br /&gt;
== How to Assign Elements to Layers ==&lt;br /&gt;
Select one or more elements and then right click anywhere in the orthogonal view. At the bottom of the context menu you should see the following items:&lt;br /&gt;
* &#039;&#039;&#039;Create Layer...&#039;&#039;&#039;: Same as &#039;&#039;New&#039;&#039; in the layer inspector.&lt;br /&gt;
* &#039;&#039;&#039;Add to Layer...&#039;&#039;&#039;: If you add something to a layer, it will become a member of this layer but also remains in the layers it alrady belongs to.&lt;br /&gt;
* &#039;&#039;&#039;Move to Layer...&#039;&#039;&#039;: Same as above, but the element will exclusively be a member of the newly assigned layer.&lt;br /&gt;
* &#039;&#039;&#039;Remove from Layer...&#039;&#039;&#039;: Removes an element from a layer. Note that the list shows all layers, not only those that the selected element is a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
There are no real alternatives to layers but two very convenient companions that you may use alongside:&lt;br /&gt;
* Select anything you don&#039;t want to see and press {{Key|H}} to hide it from view. Press {{Key|Shift+H}} to show it again. If you hide a selection then all the elements you hid previously will remain invisible.&lt;br /&gt;
* With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures by using [http://en.wikipedia.org/wiki/Regex regular expressions].&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9434</id>
		<title>Layers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9434"/>
		<updated>2009-12-19T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:LayerInspector.jpg|thumb|368px|right|The layer inspector]]&lt;br /&gt;
The idea of layers to organize and simplify the users experience in editing media is not a new one. Most image editing software like Photoshop or The Gimp have this feature as well as several 3D modeling/mapping programs, including Dark Radiant, of course. If you are new to the concept of layers, just imagine them as a convenient way to hide elements that are currently in the way.&lt;br /&gt;
Please note that layers are only a tool to organize your map, they have no effect in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_enabled.jpg|368px|thumb|right|Without layers, working in this cluttered space would be a nightmare...]]&lt;br /&gt;
== The Layer Inspector ==&lt;br /&gt;
To use Dark Radiant&#039;s layer feature, open the layer inspector with the default shortcut {{Key|Ctrl+L}} or via the View-&amp;gt;Layers menu entry. If you haven&#039;t tinkered with layers yet you should see a list with exactly one entry called &#039;&#039;Default&#039;&#039; (unlike in the screenshot to the right). This is the layer that Dark Radiant automatically creates for you when you begin a new map and that every element belongs to unless you reassign it. It is in every map and can not be removed. &lt;br /&gt;
&lt;br /&gt;
In the layer inspector window you can do the following things:&lt;br /&gt;
* By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it&#039;s elements&lt;br /&gt;
* Clicking the layer name itself will select/deselect all members of that layer.&lt;br /&gt;
* The two buttons to the right of the layer name allow you to change it&#039;s name and to delete a layer (in that order). If you delete a layer, it&#039;s elements will not be removed from the map, but assigned to the Default layer instead.&lt;br /&gt;
* Click on &#039;&#039;New&#039;&#039; to create a new layer. You&#039;ll be prompted to give it a unique and - preferably - meaningful name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_disabled.jpg|368px|thumb|right|...but with most of the layers hidden from view everything becomes clear again.]]&lt;br /&gt;
== How to Assign Elements to Layers ==&lt;br /&gt;
Select one or more elements and then right click anywhere in the orthogonal view. At the bottom of the context menu you should see the following items:&lt;br /&gt;
* &#039;&#039;&#039;Create Layer...&#039;&#039;&#039;: Same as &#039;&#039;New&#039;&#039; in the layer inspector.&lt;br /&gt;
* &#039;&#039;&#039;Add to Layer...&#039;&#039;&#039;: If you add something to a layer, it will become a member of this layer but also remains in the layers it alrady belongs to.&lt;br /&gt;
* &#039;&#039;&#039;Move to Layer...&#039;&#039;&#039;: Same as above, but the element will exclusively be a member of the newly assigned layer.&lt;br /&gt;
* &#039;&#039;&#039;Remove from Layer...&#039;&#039;&#039;: Removes an element from a layer. Note that the list shows all layers, not only those that the selected element is a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
There are no real alternatives to layers but two very convenient companions that you may use alongside:&lt;br /&gt;
* Select anything you don&#039;t want to see and press {{Key|H}} to hide it from view. Press {{Key|Shift+H}} to show it again. All the elements you have already hidden will remain invisible.&lt;br /&gt;
* With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures.&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9433</id>
		<title>Layers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9433"/>
		<updated>2009-12-19T16:45:17Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:LayerInspector.jpg|thumb|368px|right|The layer inspector]]&lt;br /&gt;
The idea of layers to organize and simplify the users experience in editing media is not a new one. Most image editing software like Photoshop or The Gimp have this feature as well as several 3D modeling/mapping programs, including Dark Radiant, of course. If you are new to the concept of layers, just imagine them as a convenient way to hide elements that are currently in the way.&lt;br /&gt;
Please note that layers are only a tool to organize your map, they have no effect in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_enabled.jpg|368px|thumb|right|Without layers, working in this cluttered space would be a nightmare...]]&lt;br /&gt;
== The Layer Inspector ==&lt;br /&gt;
To use Dark Radiant&#039;s layer feature, open the layer inspector with the default shortcut {{Key|Ctrl+L}} or via the View-&amp;gt;Layers menu entry. If you haven&#039;t tinkered with layers yet you should see a list with exactly one entry called &#039;&#039;Default&#039;&#039; (unlike in the screenshot to the right). This is the layer that Dark Radiant automatically creates for you when you begin a new map and that every element belongs to unless you reassign it. It is in every map and can not be removed. &lt;br /&gt;
&lt;br /&gt;
In the layer inspector window you can do the following things:&lt;br /&gt;
* By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it&#039;s elements&lt;br /&gt;
* Clicking the layer name itself will select/deselect all members of that layer.&lt;br /&gt;
* The two buttons to the right of the layer name allow you to change it&#039;s name and to delete a layer (in that order). If you delete a layer, it&#039;s elements will not be removed from the map, but assigned to the Default layer instead.&lt;br /&gt;
* Click on &#039;&#039;New&#039;&#039; to create a new layer. You&#039;ll be prompted to give it a unique and - preferably - meaningful name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_disabled.jpg|368px|thumb|right|...but with most of the layers hidden from view everything becomes clear again.]]&lt;br /&gt;
== How to Assign Elements to Layers ==&lt;br /&gt;
Select one or more elements and then right click anywhere in the orthogonal view. At the bottom of the context menu you should see the following items:&lt;br /&gt;
* &#039;&#039;&#039;Create Layer...&#039;&#039;&#039;: Same as &#039;&#039;New&#039;&#039; in the layer inspector.&lt;br /&gt;
* &#039;&#039;&#039;Add to Layer...&#039;&#039;&#039;: If you add something to a layer, it will become a member of this layer but also remains in the layers it alrady belongs to.&lt;br /&gt;
* &#039;&#039;&#039;Move to Layer...&#039;&#039;&#039;: Same as above, but the element will exclusively be a member of the newly assigned layer.&lt;br /&gt;
* &#039;&#039;&#039;Remove from Layer...&#039;&#039;&#039;: Removes an element from a layer. Note that the shows all layers, not only those that the selected element is a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
There are no real alternatives to layers but two very convenient companions that you may use alongside:&lt;br /&gt;
* Select anything you don&#039;t want to see and press {{Key|H}} to hide it from view. Press {{Key|Shift+H}} to show it again. All the elements you have already hidden will remain invisible.&lt;br /&gt;
* With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures.&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9432</id>
		<title>Layers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layers&amp;diff=9432"/>
		<updated>2009-12-19T16:39:53Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: Rewrote the article, explained new features and changed/resized the screenshots (wuxga is a bit heavy)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:LayerInspector.jpg|thumb|368px|right|The layer inspector]]&lt;br /&gt;
The idea of layers to organize and simplify the users experience in editing media is not a new one. Most image editing software like Photoshop or The Gimp have this feature as well as several 3D modeling/mapping programs, including Dark Radiant, of course. If you are new to the concept of layers, just imagine them as a convenient way to hide elements that are currently in the way.&lt;br /&gt;
Please note that layers are only a tool to organize your map, they have no effect in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_enabled.jpg|368px|thumb|right|Without layers, working in this cluttered space would be a nightmare...]]&lt;br /&gt;
== The Layer Inspector ==&lt;br /&gt;
To use Dark Radiant&#039;s layer feature, open the layer inspector with the default shortcut {{Key|Ctrl+L}} or via the View-&amp;gt;Layers menu entry. If you haven&#039;t tinkered with layers yet you should see a list with exactly one entry called &#039;&#039;Default&#039;&#039; (unlike in the screenshot to the right). This is the layer that Dark Radiant automatically creates for you when you begin a new map and that every element belongs to unless you reassign it. It is in every map and can not be removed. &lt;br /&gt;
&lt;br /&gt;
In the layer inspector window you can do the following things:&lt;br /&gt;
* By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it&#039;s elements&lt;br /&gt;
* Clicking the layer name itself will select/deselect all members of that layer.&lt;br /&gt;
* The two buttons to the right of the label name allow you to change the name and delete a layer (in that order). If you delete a layer, it&#039;s elements will not be removed from the map, but assigned to the Default layer instead.&lt;br /&gt;
* Click on &#039;&#039;New&#039;&#039; to create a new layer. You&#039;ll be prompted to give it a unique and - preferably - meaningful name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Layers_disabled.jpg|368px|thumb|right|...but with most of the layers hidden from view everything becomes clear again.]]&lt;br /&gt;
== How to Assign Elements to Layers ==&lt;br /&gt;
Select one or more elements and then right click anywhere in the orthogonal view. At the bottom of the context menu you should see the following items:&lt;br /&gt;
* &#039;&#039;&#039;Create Layer...&#039;&#039;&#039;: Same as &#039;&#039;New&#039;&#039; in the layer inspector.&lt;br /&gt;
* &#039;&#039;&#039;Add to Layer...&#039;&#039;&#039;: If you add something to a layer, it will become a member of this layer but also remains in the layers it alrady belongs to.&lt;br /&gt;
* &#039;&#039;&#039;Move to Layer...&#039;&#039;&#039;: Same as above, but the element will exclusively be a member of the newly assigned layer.&lt;br /&gt;
* &#039;&#039;&#039;Remove from Layer...&#039;&#039;&#039;: Removes an element from a layer. Note that the shows all layers, not only those that the selected element is a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
There are no real alternatives to layers but two very convenient companions that you may use alongside:&lt;br /&gt;
* Select anything you don&#039;t want to see and press {{Key|H}} to hide it from view. Press {{Key|Shift+H}} to show it again. All the elements you have already hidden will remain invisible.&lt;br /&gt;
* With [[Defining custom Filters in DarkRadiant|filters]] you can hide specific kinds of entities or textures.&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:LayerInspector.jpg&amp;diff=9431</id>
		<title>File:LayerInspector.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:LayerInspector.jpg&amp;diff=9431"/>
		<updated>2009-12-19T14:36:09Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_enabled.jpg&amp;diff=9430</id>
		<title>File:Layers enabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_enabled.jpg&amp;diff=9430"/>
		<updated>2009-12-19T13:08:49Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: This screenshot demonstrates Dark Radiant&amp;#039;s layer feature with enabled layers.
Taken by AluminiumHaste.

[http://1.1.1.4/bmi/img57.imageshack.us/img57/1691/layer04kp0.jpg Click here for a larger version of this image] (1920x1200px)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with enabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]].&lt;br /&gt;
&lt;br /&gt;
[http://1.1.1.4/bmi/img57.imageshack.us/img57/1691/layer04kp0.jpg Click here for a larger version of this image] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9429</id>
		<title>File:Layers disabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9429"/>
		<updated>2009-12-19T13:06:57Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: note to self: use the preview goddammit!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with disabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]].&lt;br /&gt;
&lt;br /&gt;
[http://1.1.1.3/bmi/img267.imageshack.us/img267/6417/layer05vl2.jpg Click here for a larger version of this image] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9428</id>
		<title>File:Layers disabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9428"/>
		<updated>2009-12-19T13:04:53Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with disabled layers.&lt;br /&gt;
&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]]&lt;br /&gt;
&lt;br /&gt;
[[http://1.1.1.3/bmi/img267.imageshack.us/img267/6417/layer05vl2.jpg Click here for a larger version of this image]] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9427</id>
		<title>File:Layers disabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9427"/>
		<updated>2009-12-19T13:03:45Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: uploaded a new version of &amp;quot;Image:Layers disabled.jpg&amp;quot;: This screenshot demonstrates Dark Radiant&amp;#039;s layer feature with disabled layers.
Taken by AluminiumHaste
[[http://1.1.1.3/bmi/img267.imageshack.us/img267/6417/layer05vl2.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with disabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]]&lt;br /&gt;
[[http://1.1.1.3/bmi/img267.imageshack.us/img267/6417/layer05vl2.jpg|Click here for a larger version of this image]] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9426</id>
		<title>File:Layers disabled.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layers_disabled.jpg&amp;diff=9426"/>
		<updated>2009-12-19T13:02:20Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: This screenshot demonstrates Dark Radiant&amp;#039;s layer feature with disabled layers.
Taken by AluminiumHaste
Click here for a larger version of this image (1920x1200&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screenshot demonstrates Dark Radiant&#039;s layer feature with disabled layers.&lt;br /&gt;
Taken by [[user:AluminiumHaste|AluminiumHaste]]&lt;br /&gt;
[[http://1.1.1.3/bmi/img267.imageshack.us/img267/6417/layer05vl2.jpg|Click here for a larger version of this image]] (1920x1200px).&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Layer&amp;diff=9425</id>
		<title>Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Layer&amp;diff=9425"/>
		<updated>2009-12-19T12:32:06Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: #redirect Layers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Layers]]&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Dark_Radiant_Must_Know_Basic_Intro&amp;diff=9424</id>
		<title>Dark Radiant Must Know Basic Intro</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Dark_Radiant_Must_Know_Basic_Intro&amp;diff=9424"/>
		<updated>2009-12-19T09:13:34Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: /* Creating a light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox|bg=#e0e0ff|text=Here are just a few things the beginner to Dark Radiant &#039;&#039;&#039;must&#039;&#039;&#039; know as they are mostly assumed in tutorials.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial writers: Please refer here at the start of your tutorial!}}&lt;br /&gt;
&lt;br /&gt;
===Orthoview===&lt;br /&gt;
&lt;br /&gt;
The two dimensional grid views (not the camera view) is sometimes referred to as:&lt;br /&gt;
&lt;br /&gt;
* &#039;grid&#039; view (even though the grid might be turned off),&lt;br /&gt;
* the &#039;orthoview&#039;, &lt;br /&gt;
* the &#039;2D view&#039;,&lt;br /&gt;
* &#039;xyz view&#039;, &lt;br /&gt;
* the &#039;top view&#039;, &#039;side view&#039; or &#039;front view&#039;&lt;br /&gt;
&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
&lt;br /&gt;
LMB, RMB, MMB are left mouse button, right mouse button, and middle mouse button - which is often a wheel that you can also press. MMW stands for scrolling the wheel.&lt;br /&gt;
&lt;br /&gt;
The mouse buttons are also often denoted by little icons that show the mouse button to press in red:&lt;br /&gt;
&lt;br /&gt;
* LMB: {{LMB}}, RMB: {{RMB}}, MMB: {{MMB}}&lt;br /&gt;
&lt;br /&gt;
=== Copy&amp;amp;Paste ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy &amp;amp; Paste&#039;&#039; for &#039;&#039;&#039;text&#039;&#039;&#039; in DarkRadiant uses just the standard operating system clipboard.&lt;br /&gt;
So to copy text to the clipboard, you go to {{menu|Edit|Copy}} or press {{key-ctrl}} + {{key|name=C}}.&lt;br /&gt;
&lt;br /&gt;
Pasting this text back into an entry field can be done via {{menu|Edit|Paste}} or press {{key-ctrl}} + {{key|name=V}}.&lt;br /&gt;
&lt;br /&gt;
To copy a &#039;&#039;&#039;texture&#039;&#039;&#039; from one brush or face to another, you need to use {{menu|Edit|Copy Shader}} and {{menu|Edit|Paste Shader}}.&lt;br /&gt;
&lt;br /&gt;
===Creating a light===&lt;br /&gt;
&lt;br /&gt;
To create a light you can use the {{RMB}}in a grid view and select &#039;Create Light&#039; from the popup menu. This creates a &#039;light source&#039; object which is represented as a white diamond in the editor. By hitting the {{key|L}} with the light slected you can bring up the light editor where you can change the color and value of the light. The color of the diamond in the editor will change to match the color of the light source so it can easily be referenced in the 3d view (3d view only).&lt;br /&gt;
&lt;br /&gt;
You can also add textures through the light menu.&lt;br /&gt;
&lt;br /&gt;
To create a light with properties in place like torch flames you must create an entity &#039;&#039;light&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a light with a model you must create seperate model and light source or entity light. Or you can save/load a prefab light from the file menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an Entity===&lt;br /&gt;
&lt;br /&gt;
To create an entity you use the {{RMB}} in the grid view and select &#039;Create Entity&#039; from the popup menu.&lt;br /&gt;
* Some entity creations need a brush selecting or creating first while others already include a model shape. Dark Radiant will tell you if you need a brush.&lt;br /&gt;
* You cannot use that menu to change the entity of an existing entity:&lt;br /&gt;
# With a model you can change its entity by editing it in the &#039;&#039;Entity Inspector&#039;&#039; (default: {{key|name=N}})&lt;br /&gt;
# With a brush or patch entity you can use {{RMB}} in the grid view and use &#039;revert to world spawn&#039; &#039;&#039;&#039;first&#039;&#039;&#039; and &#039;&#039;&#039;then&#039;&#039;&#039; &#039;Create Entity&#039;&lt;br /&gt;
&lt;br /&gt;
===Creating (inserting) a Model in your mission===&lt;br /&gt;
&lt;br /&gt;
To create a model use RMB in the grid view and select &#039;create model&#039;. You can change an existing model by selecting it in Entity Inspector and using the choose model button at the bottom of that panel. (not with AI though!)&lt;br /&gt;
&lt;br /&gt;
Models created this way are static and can not be moved in game without adding neccesary properties.&lt;br /&gt;
&lt;br /&gt;
Most &#039;&#039;moveable&#039;&#039; models can be created through the entity menu. They contain collision models and props neccesary for the player to be able to interact with them; pick them up, kick them, throw them.&lt;br /&gt;
&lt;br /&gt;
This included loot objects that they player can frob and other frobbable objects like doors.&lt;br /&gt;
&lt;br /&gt;
===Adding/Changing/Deleting Properties===&lt;br /&gt;
&lt;br /&gt;
* the Entity Inspector can be shown/hidden with default key {{key|name=N}} or just select its tab on the panel if you can see it.&lt;br /&gt;
* In there you can see the properties of a selection.&lt;br /&gt;
* You can change them by typing in afresh at the foot of that panel. There is an input box for the property name and one below it for the value. These you need to either press {{key-enter}} or click the {{check}} button to make them effective. Some properties might have special buttons or inputs.&lt;br /&gt;
* If the property already exists you can select it then it shows in those input boxes for you to modify.&lt;br /&gt;
* Another way is to select the &#039;&#039;Class Name&#039;&#039; at the top of the Entity Inspector and then {{RMB}} and selecting &#039;Add Property&#039; from the popup menu. This will show you properties appropriate to that entity if you click the top one item with the entity class name. Clicking each may give you additional info at the bottom. You can also see general properties further down.&lt;br /&gt;
&lt;br /&gt;
===Compiling and Playing your Mission: Dmap &amp;amp; Map===&lt;br /&gt;
DarkRadiant itself cannot compile or play your map. Enter dmap &amp;lt;mapname&amp;gt; and map &amp;lt;mapname&amp;gt; at the console in Dark Mod - see [[A - Z Beginner Full Guide Start Here!#Dmap: Compiling the Mission|HERE]].&lt;br /&gt;
&lt;br /&gt;
However, since DarkRadiant 0.9.5, the editor can issue the dmap commands to the engine, if Dark Mod is running in the background. See the Map menu for these commands.&lt;br /&gt;
&lt;br /&gt;
===Keyboard Shortcuts===&lt;br /&gt;
&lt;br /&gt;
The keys you can use in &#039;&#039;Dark Radiant&#039;&#039; are shown in the [[DarkRadiant Help menu|Help menu]], where you can also change them. Tutorials on this wiki will always show you the default keyboard shortcut, so remember this when you change the shortcuts.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;Dark Radiant&#039;&#039; controls are listed at [[Dark Radiant Controls, Keys &amp;amp; Mouse]].&lt;br /&gt;
&lt;br /&gt;
{{tutorial-editing}} {{darkradiant|sort=!}}&lt;/div&gt;</summary>
		<author><name>Lostbuthappy</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Dark_Radiant_Must_Know_Basic_Intro&amp;diff=9423</id>
		<title>Dark Radiant Must Know Basic Intro</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Dark_Radiant_Must_Know_Basic_Intro&amp;diff=9423"/>
		<updated>2009-12-19T09:07:26Z</updated>

		<summary type="html">&lt;p&gt;Lostbuthappy: /* Creating a light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox|bg=#e0e0ff|text=Here are just a few things the beginner to Dark Radiant &#039;&#039;&#039;must&#039;&#039;&#039; know as they are mostly assumed in tutorials.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial writers: Please refer here at the start of your tutorial!}}&lt;br /&gt;
&lt;br /&gt;
===Orthoview===&lt;br /&gt;
&lt;br /&gt;
The two dimensional grid views (not the camera view) is sometimes referred to as:&lt;br /&gt;
&lt;br /&gt;
* &#039;grid&#039; view (even though the grid might be turned off),&lt;br /&gt;
* the &#039;orthoview&#039;, &lt;br /&gt;
* the &#039;2D view&#039;,&lt;br /&gt;
* &#039;xyz view&#039;, &lt;br /&gt;
* the &#039;top view&#039;, &#039;side view&#039; or &#039;front view&#039;&lt;br /&gt;
&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
&lt;br /&gt;
LMB, RMB, MMB are left mouse button, right mouse button, and middle mouse button - which is often a wheel that you can also press. MMW stands for scrolling the wheel.&lt;br /&gt;
&lt;br /&gt;
The mouse buttons are also often denoted by little icons that show the mouse button to press in red:&lt;br /&gt;
&lt;br /&gt;
* LMB: {{LMB}}, RMB: {{RMB}}, MMB: {{MMB}}&lt;br /&gt;
&lt;br /&gt;
=== Copy&amp;amp;Paste ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy &amp;amp; Paste&#039;&#039; for &#039;&#039;&#039;text&#039;&#039;&#039; in DarkRadiant uses just the standard operating system clipboard.&lt;br /&gt;
So to copy text to the clipboard, you go to {{menu|Edit|Copy}} or press {{key-ctrl}} + {{key|name=C}}.&lt;br /&gt;
&lt;br /&gt;
Pasting this text back into an entry field can be done via {{menu|Edit|Paste}} or press {{key-ctrl}} + {{key|name=V}}.&lt;br /&gt;
&lt;br /&gt;
To copy a &#039;&#039;&#039;texture&#039;&#039;&#039; from one brush or face to another, you need to use {{menu|Edit|Copy Shader}} and {{menu|Edit|Paste Shader}}.&lt;br /&gt;
&lt;br /&gt;
===Creating a light===&lt;br /&gt;
&lt;br /&gt;
To create a light you can use the {{RMB}}in a grid view and select &#039;Create Light&#039; from the popup menu. This creates a &#039;light source&#039; object which is represented as a white diamond in the editor. By hitting the {{L}} with the light slected you can bring up the light editor where you can change the color and value of the light. The color of the diamond in the editor will change to match the color of the light source so it can easily be referenced in the 3d view (3d view only).&lt;br /&gt;
&lt;br /&gt;
You can also add textures through the light menu.&lt;br /&gt;
&lt;br /&gt;
To create a light with properties in place like torch flames you must create an entity &#039;&#039;light&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a light with a model you must create seperate model and light source or entity light. Or you can save/load a prefab light from the file menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an Entity===&lt;br /&gt;
&lt;br /&gt;
To create an entity you use the {{RMB}} in the grid view and select &#039;Create Entity&#039; from the popup menu.&lt;br /&gt;
* Some entity creations need a brush selecting or creating first while others already include a model shape. Dark Radiant will tell you if you need a brush.&lt;br /&gt;
* You cannot use that menu to change the entity of an existing entity:&lt;br /&gt;
# With a model you can change its entity by editing it in the &#039;&#039;Entity Inspector&#039;&#039; (default: {{key|name=N}})&lt;br /&gt;
# With a brush or patch entity you can use {{RMB}} in the grid view and use &#039;revert to world spawn&#039; &#039;&#039;&#039;first&#039;&#039;&#039; and &#039;&#039;&#039;then&#039;&#039;&#039; &#039;Create Entity&#039;&lt;br /&gt;
&lt;br /&gt;
===Creating (inserting) a Model in your mission===&lt;br /&gt;
&lt;br /&gt;
To create a model use RMB in the grid view and select &#039;create model&#039;. You can change an existing model by selecting it in Entity Inspector and using the choose model button at the bottom of that panel. (not with AI though!)&lt;br /&gt;
&lt;br /&gt;
Models created this way are static and can not be moved in game without adding neccesary properties.&lt;br /&gt;
&lt;br /&gt;
Most &#039;&#039;moveable&#039;&#039; models can be created through the entity menu. They contain collision models and props neccesary for the player to be able to interact with them; pick them up, kick them, throw them.&lt;br /&gt;
&lt;br /&gt;
This included loot objects that they player can frob and other frobbable objects like doors.&lt;br /&gt;
&lt;br /&gt;
===Adding/Changing/Deleting Properties===&lt;br /&gt;
&lt;br /&gt;
* the Entity Inspector can be shown/hidden with default key {{key|name=N}} or just select its tab on the panel if you can see it.&lt;br /&gt;
* In there you can see the properties of a selection.&lt;br /&gt;
* You can change them by typing in afresh at the foot of that panel. There is an input box for the property name and one below it for the value. These you need to either press {{key-enter}} or click the {{check}} button to make them effective. Some properties might have special buttons or inputs.&lt;br /&gt;
* If the property already exists you can select it then it shows in those input boxes for you to modify.&lt;br /&gt;
* Another way is to select the &#039;&#039;Class Name&#039;&#039; at the top of the Entity Inspector and then {{RMB}} and selecting &#039;Add Property&#039; from the popup menu. This will show you properties appropriate to that entity if you click the top one item with the entity class name. Clicking each may give you additional info at the bottom. You can also see general properties further down.&lt;br /&gt;
&lt;br /&gt;
===Compiling and Playing your Mission: Dmap &amp;amp; Map===&lt;br /&gt;
DarkRadiant itself cannot compile or play your map. Enter dmap &amp;lt;mapname&amp;gt; and map &amp;lt;mapname&amp;gt; at the console in Dark Mod - see [[A - Z Beginner Full Guide Start Here!#Dmap: Compiling the Mission|HERE]].&lt;br /&gt;
&lt;br /&gt;
However, since DarkRadiant 0.9.5, the editor can issue the dmap commands to the engine, if Dark Mod is running in the background. See the Map menu for these commands.&lt;br /&gt;
&lt;br /&gt;
===Keyboard Shortcuts===&lt;br /&gt;
&lt;br /&gt;
The keys you can use in &#039;&#039;Dark Radiant&#039;&#039; are shown in the [[DarkRadiant Help menu|Help menu]], where you can also change them. Tutorials on this wiki will always show you the default keyboard shortcut, so remember this when you change the shortcuts.&lt;br /&gt;
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===Controls===&lt;br /&gt;
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All the &#039;&#039;Dark Radiant&#039;&#039; controls are listed at [[Dark Radiant Controls, Keys &amp;amp; Mouse]].&lt;br /&gt;
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		<author><name>Lostbuthappy</name></author>
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