Dark Radiant Controls, Keys & Mouse: Difference between revisions
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== Introduction == | == Introduction == | ||
This is | NOTE: For the most up-to-date quick information, from within Dark Radiant, access the Help/[https://www.darkradiant.net/userguide/ User Guide]. | ||
This is a complete reference list by description of all Dark Radiant controls whether by buttons, menus, or keys. In addition any other material relating to the Dark Radiant controls may be included or linked to. | |||
== Changing Shortcut Keys == | == Changing Shortcut Keys == | ||
Shortcut keys shown are defaults and you can change them to your preference in Dark Radiant's | Shortcut keys shown are defaults and you can change them to your preference in Dark Radiant's {{menu|Edit|Keyboard Shortcuts}} where they are listed in alphabetical order by shortcut name (command) shown in the table below. The shortcut keys list itself gives a guide to what features are available from the keys but they are not all obvious. As well as assigning and removing shortcut keys there in that dialog you can also examine, copy, backup, make alternatives, even edit (with caution), the file in which they are stored (in XP and earlier) at | ||
<drive>:\Documents and Settings\<user>\Application Data\DarkRadiant\input.xml | <drive>:\Documents and Settings\<user>\Application Data\DarkRadiant\input.xml | ||
In Windows Vista they are accessed at: | |||
<drive>:\Users\<user>\AppData\Roaming\DarkRadiant\input.xml | |||
== Guide == | |||
The Controls table is in alphabetical order by keyword in the leftmost column so scroll down or use your web browser's page search (usually {{key|CTRL}}+{{key|F}}) to find what you want. Many entries are in more than once to assist in this so 'Texture Lock' is under both 'Texture Lock' and 'Lock Texture'. | |||
* LMB {{LMB}}, RMB {{RMB}} = Left, Right mouse buttons | |||
* MMB {{MMB}} = Middle mouse wheel or button press | |||
* MMW is middle mouse wheel (rotation) | |||
* LeftBbar = Dark Radiant's left button bar | |||
Dark Radiant | * TopBbar = Dark Radiant's top button bar | ||
* Orthoview = Dark Radiant's 2D views: top, side, front. | |||
== Searching Tree structures in Media Browser, Entity List, etc == | |||
* Point to Textures (or any tree) | |||
* Shift + Right key to fully open the tree | |||
* Type the key letters of what you want to find | |||
* Up/down arrows to go to next/previous occurrence. | |||
* Esc to get out of input field | |||
Avoid F3 because that is likely to switch to render mode which might crash some systems. | |||
== Complete Table of All Dark Radiant Controls == | == Complete Table of All Dark Radiant Controls == | ||
Note that controls for sub-sections of Dark Radiant such as the Media Browser may be listed separately. | |||
===A to F=== | ===A to F=== | ||
Line 126: | Line 82: | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Alignment Workzone show | |||
</td> | </td> | ||
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td> | |||
<td> | <td> | ||
View>Show>Show Workzone (also in Preferences> Orthoview)<br> | |||
ShowWorkzone | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Ambient sound (speaker) create</td> | |||
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Angles show</td> | |||
<td>Show angles ?? | |||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Angles<br> | |||
ShowAngles | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Append to patch</td> | |||
</td> | <td>Append either two rows or two columns at either beginning or end of a patch. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | Patch>append<br> | ||
PatchAppendColumnBeginning<br> | |||
PatchAppendColumnEnd | |||
<br> | |||
PatchAppendRowBeginning<br> | |||
PatchAppendRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Axes show</td> | |||
<td>Show Axes ?? | |||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Axes<br> | |||
ShowAxes | |||
< | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Background Image</td> | |||
<td>Sets background image as wallpaper in XYZ orthoview</td> | |||
<td>View>background image</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Ball-shaped brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) | ||
</td> | </td> | ||
<td> | <td> | ||
< | Brush>sphere<br> | ||
BrushSphere | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Bevel Patch</td> | |||
</td> | <td>Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch.</td> | ||
<td> | <td> | ||
<p>Patch>Bevel<br> | |||
</ | PatchBevel<br> | ||
< | <br> | ||
< | [[Image:Bevel1.jpg]]</p> | ||
<p>[[Image:Bevel2.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Blocks show | |||
</td> | </td> | ||
<td> | <td>Show blocks in XYZ orthoview | ||
</td> | </td> | ||
<td> | <td> | ||
< | View>Show>Show Blocks<br> | ||
ShowBlocks | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 217: | Line 179: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brightness of lights</td> | |||
</td> | |||
<td> | <td> | ||
Display Light Inspector. Select Colour. | Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. | ||
</td> | </td> | ||
<td> | <td> | ||
L<BR> | |||
ToggleLightInspector | ToggleLightInspector | ||
</td> | </td> | ||
Line 230: | Line 191: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush, change number of sides | |||
</td> | </td> | ||
<td> | <td> | ||
Convert selected brush to be N-sided | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Ctrl+N<BR> | ||
Brush[N]Sided | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 243: | Line 204: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush Cone | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to cone shape | ||
of N side faces where N can be 3, 4 (pyramids) to 32 For a curved, bullet-shaped cone see Patch cone. | |||
</td> | </td> | ||
<td> | <td> | ||
Brush>Cone<BR> | |||
BrushCone | |||
<p></p> | |||
<p>[[Image:coneBrush.jpg]]</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Brush create</td> | |||
<td>Create new brush (must have nothing selected)</td> | |||
<td>LMB+Drag in orthoview</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush Export as CM file | |||
</td> | </td> | ||
<td> | <td> | ||
<p>Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Edit>Create collision model..<BR> | ||
BrushExportCM | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush Export as OBJ file | |||
</td> | </td> | ||
<td> | <td>Save selected brushes as OBJ file for import into 3D modelling programs. | ||
</td> | </td> | ||
<td> | <td> | ||
Edit>Export selected brushes to OBJ<BR> | |||
BrushExportOBJ | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brushes Hollow (CSG) | |||
</td> | |||
<td>Replaces a selected brush with multiple brushes | |||
to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room.</td> | |||
<td> | |||
LeftBbar: [[Image:DRhollow.jpg]]<br> | |||
Brush>CSG>Make hollow<br> | |||
CSGHollow | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Brushes Merge (CSG)</td> | |||
<td>Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+U<br> | |||
LeftBbar: [[Image:DRcsgMerg.jpg]] | |||
<br> | |||
CSGMerge | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush prism</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | </td> | ||
<td> | <td> | ||
<p>Brush>prism<br> | |||
BrushPrism</p> | |||
<p>[[Image:prismWedge.jpg]] | |||
</p> | |||
<p>[[Image:prismDisk.jpg]] | |||
</p> | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Brush room (CSG)</td> | |||
<td>Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) | |||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRroom.jpg]]<br> | |||
CSGRoom | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brush Sphere | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) | ||
</td> | </td> | ||
<td> | <td> | ||
Brush>sphere<BR> | |||
BrushSphere | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Brushes subtract (CSG)</td> | |||
<td> | |||
<p>Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.</p> | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+U<br> | |||
LeftBbar: [[Image:DRcsgSub.jpg]]<br> | |||
CSGSubtract</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Camera</td> | |||
<td>Shows/closes camera view window | |||
</td> | </td> | ||
<td> | <td> | ||
C< | View>Camera view<br> | ||
Ctrl+Shift+C<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Angle Down | ||
</td> | |||
<td>Tilts camera view down. See also Camera Free Move as alternative.</td> | |||
<td> | |||
Z<BR> | |||
CameraAngleDown | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Camera Angle Up | |||
</td> | </td> | ||
<td>Tilts camera view up. See also Camera Free Move as alternative.</td> | |||
<td> | <td> | ||
A<BR> | |||
CameraAngleUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Back | ||
</td> | </td> | ||
<td> | <td>Pulls camera view back. See also Camera Free Move as alternative. | ||
</td> | </td> | ||
<td> | <td> | ||
Down<BR> | Down<BR> | ||
CameraBack | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera center (level) view | ||
</td> | </td> | ||
<td> | <td>levels camera view to horizontal. See also Camera Free Move as alternative. | ||
</td> | </td> | ||
<td> | <td> | ||
< | End<br> | ||
View>camera>Center<br> | |||
CenterView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Copy Shader, Texture | ||
</td> | </td> | ||
<td> | <td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard. | ||
</td> | </td> | ||
<td> | <td> | ||
key:unassigned<br> | |||
Camera view:MMB | |||
<br> | |||
Edit>Copy shader<br> | |||
CopyShader | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Down | ||
</td> | </td> | ||
<td> | <td>Lowers camera view vertically. See also Camera Free Move as alternative. | ||
</td> | </td> | ||
<td> | <td> | ||
C<BR> | |||
CameraDown | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Down Floor</td> | ||
</td> | <td>Moves camera down to next horizontal brush surface | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
Page_down<br> | |||
View>camera>down floor<br> | |||
DownFloor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Forward | ||
</td> | </td> | ||
<td> | <td>Move camera view forward. See also Camera Free Move as alternative. | ||
</td> | </td> | ||
<td> | <td> | ||
Up<br> | |||
Mousewheel forward | |||
<BR> | <BR> | ||
CameraForward | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td>Camera Free Mouse Mode set and Moves</td> | |||
<td>In camera view, RMB either toggles (locks/ unlocks) free move mode or else holds it till RMB released (depends on ''Preference> camera> Freelook mode can be toggled'' settings) | |||
With it ''UNchecked'' you must ''additionally'' keep RMB pressed during 'Free moves.'</td> | |||
<td> | <td> | ||
<p>RMB(lock or hold) then mouse:<br> | |||
. Turn, look any direction.<br> | |||
. Ctrl+drag = up, down, strafe left & right<br> | |||
. Shift+Ctrl+drag = forward, backward, strafe left & right.</p> | |||
<p>''See also individual controls below assignable to keys''</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Camera Free Move Back | |||
</td> | |||
<td>Move camera view back | |||
</td> | </td> | ||
<td> | <td> | ||
Key: Down<br> | |||
Mousewheel backward | |||
<BR> | |||
CameraFreeMoveBack | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Free Move Down | ||
</td> | </td> | ||
<td> | <td>Move camera view down | ||
</td> | </td> | ||
<td> | <td> | ||
Key: unassigned<BR> | |||
CameraFreeMoveDown | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Free Move Forward | ||
</td> | </td> | ||
<td> | <td>Move camera view | ||
</td> | forward</td> | ||
<td> | <td> | ||
Key: Up<BR> | |||
CameraFreeMoveForward | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Free Move Left | ||
</td> | </td> | ||
<td> | <td>Move camera view left | ||
</td> | </td> | ||
<td> | <td> | ||
Key: Left<BR> | |||
CameraFreeMoveLeft | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera | Camera Free Move Right | ||
</td> | </td> | ||
<td> | <td>Move camera view | ||
</td> | right</td> | ||
<td> | <td> | ||
Key: Right<BR> | |||
CameraFreeMoveRight | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Free Move Up | |||
</td> | </td> | ||
<td> | <td>Move camera view up | ||
</td> | </td> | ||
<td> | <td> | ||
Key: unassigned<BR> | |||
CameraFreeMoveUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Hide</td> | |||
</td> | <td>Shows/closes camera view window | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
View>Camera view<br> | |||
Ctrl+Shift+C<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Camera Left | ||
</td> | </td> | ||
<td> | <td>Move camera left | ||
</td> | </td> | ||
<td> | <td>Left<BR> | ||
CameraLeft | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Camera move Here in XYZ orthoview</td> | |||
<td> In orthoview, moves the camera to the point clicked.</td> | |||
<td>Ctrl+MMB</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Camera point this way</td> | |||
<td>In orthoview, points the camera to the point clicked.</td> | |||
<td>MMB</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Paste Texture</td> | |||
<td>Pastes texture from Dark Radiant's shader clipboard to selected items. | |||
</td> | </td> | ||
<td> | <td> | ||
< | Key:unassigned<br> | ||
< | Camera view>Ctrl+MMB<br> | ||
Edit>Paste shader<br> | |||
PasteShader | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Paste Texture All Surfaces of brush | |||
</td> | </td> | ||
<td> | <td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | |||
Key:unassigned<br> | |||
</td> | Camera view>Ctrl+Alt+MMB</td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Camera Paste Texture Coordinates</td> | |||
<td>Paste Texture Coordinates (only applies to Patch-to-Patch paste operations)</td> | |||
<td>Key:unassigned<br> | |||
Camera view>Alt+MMB</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Paste Texture Natural | |||
</td> | |||
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details. | |||
</td> | </td> | ||
<td> | <td> | ||
Key:unassigned<br> | |||
Camera view>Ctrl+Shift+MMB<br> | |||
PasteShaderNatural | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Camera Position N restore</td> | |||
<td>changes camera position to that saved previously with Save position N. | |||
</td> | </td> | ||
<td> | |||
Alt+N (N=0 to 9)<br> | |||
LoadPositionN</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Position N save</td> | |||
<td>Stores camera position. (restore with Load Position N.) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Alt+N (N=0 to 9)<br> | |||
SavePositionN</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Camera Right | |||
</td> | |||
<td>Turn camera right | |||
</td> | </td> | ||
<td> | <td> | ||
Right<BR> | |||
CameraRight | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera show | |||
</td> | </td> | ||
<td> | <td>Shows/closes camera view window | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+C<br> | |||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Strafe Left | |||
</td> | </td> | ||
<td> | <td>Camera move Left | ||
</td> | </td> | ||
<td> | <td> | ||
comma<BR> | |||
CameraStrafeLeft | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Strafe Right | |||
</td> | |||
<td>Camera Move Right | |||
</td> | </td> | ||
<td> | <td> | ||
period<BR> | |||
CameraStrafeRight | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Camera Turn</td> | |||
<td>Turn in any direction in camera view</td> | |||
<td>RMB+drag</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Up</td> | |||
</td> | <td>Move Camera up | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
D<BR> | |||
CameraUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera Up Floor</td> | |||
</td> | <td>Moves camera up to next horizontal brush surface | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
Page_Up<br> | |||
View>camera>up floor<br> | |||
UpFloor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Camera window toggle</td> | |||
</td> | <td>Shows/closes camera view window | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+C<br> | |||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cap selected curved patch</td> | |||
</td> | <td>Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve.</td> | ||
<td> | <td> | ||
< | Shift+C<br> | ||
< | LeftBbar: [[Image:DRcap.jpg]]<br> | ||
Patch>cap selected | |||
<BR> | <BR> | ||
CapCurrentCurve | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cap End Patch</td> | |||
</td> | <td>Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.</td> | ||
<td> | <td> | ||
<p>Patch>End cap<br> | |||
</ | PatchEndCap<br> | ||
< | <br> | ||
< | [[Image:endCap1.jpg]] | ||
</p> | |||
<p>[[Image:endCap2.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Center (level) camera view | |||
</td> | </td> | ||
<td> | <td>levels camera view to horizontal. | ||
</td> | </td> | ||
<td> | <td> | ||
End<br> | |||
View>camera>Center<br> | |||
CenterView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Center X Y View | |||
</td> | </td> | ||
<td> | <td>Centres selection in current orthoview else centres camera if no selection | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Alt+Tab<BR> | ||
CenterXYView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Center X Y Views | |||
</td> | </td> | ||
<td> | <td>Centres selection in all orthoviews else centres camera if no selection | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Shift+Tab<BR> | ||
CenterXYViews | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Change number of sides of brush | |||
</td> | </td> | ||
<td> | <td> | ||
Convert selected brush to be N-sided | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Ctrl+N<BR> | ||
Brush[N]Sided | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Circular Brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | ||
</td> | </td> | ||
<td> | <td> | ||
< | Brush>prism<br> | ||
BrushPrism | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Clear Selected</td> | |||
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. | |||
</td> | </td> | ||
<td> | <td> | ||
Esc<br> | |||
Edit>Clear Selection<br> | |||
UnSelectSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Clipper Mode<br> | |||
(slice, clip, crop, selected brush.)</td> | |||
<td> | |||
<p>'''Mode:'''<br> | |||
Clipper Mode cancels, & is cancelled by, Rotate, Move/Resize, & Translate Modes.</p> | |||
<p>'''Useage:'''<br> | |||
LMB on edges of selected brush to set and drag 2 or 3 points 0,1,2 in XYZ planes.<br> | |||
<br> | |||
''To Clip:''<br> | |||
Press Return (Enter) to clip off and discard (delete) section to clockwise right from 0 to 1, and 1 to 2. (see diagram which points direction of discard.)<br> | |||
<br> | |||
''To Split:''<br> | |||
Press Shift+Return (Enter) to | |||
split brush into two brushes, preserving both.</p> | |||
</td> | </td> | ||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
X<br> | |||
LeftBbar: [[Image:DRclipper.jpg]] | |||
<br> | |||
ToggleClipper<br> | |||
<br> | |||
'''Useage:'''<br> | |||
Key: Return (Enter)<br> | |||
Brush>Clipper>Clip Selection<br> | |||
ClipSelected<br> | |||
<br> | |||
Shift+Return (Enter)<br> | |||
Brush>Clipper>Clip Selection<br> | |||
</ | SplitSelected</p> | ||
< | <p>[[Image:DRclipper2.jpg]] | ||
< | </p> | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Clipper Flip Sides</td> | |||
<td>In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clipper Mode) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Return<br> | |||
Brush>Clipper>Flip clip orientation<br> | |||
FlipClip | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Clone Selected | |||
</td> | </td> | ||
<td> | <td>Makes a duplicate of selected items at same position; selects them; unselects original. | ||
</td> | </td> | ||
<td> | <td> | ||
Edit> | SPACE<br> | ||
Edit>duplicate<br> | |||
CloneSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Close Camera | |||
</td> | </td> | ||
<td> | <td>Shows/closes camera view window | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+C<br> | |||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Close Console</td> | |||
<td>Shows/closes console text info window | |||
</td> | </td> | ||
<td> | <td> | ||
O<br> | |||
View>Console view<br> | |||
ToggleConsole | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Close entity Inspector | |||
</td> | |||
<td>Shows/closes entity inspector with entity properties | |||
</td> | </td> | ||
<td> | <td> | ||
N<br> | |||
View>Entity inspector<br> | |||
ToggleEntityInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Close texture browser | |||
</td> | </td> | ||
<td> | <td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.) | ||
</td> | </td> | ||
<td> | <td> | ||
T<br> | |||
View>Texture browser<br> | |||
ViewTextures | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Colour of lights</td> | |||
</td> | |||
<td> | <td> | ||
Display Light Inspector. Select Colour. Use colour selector or type in values direct. | |||
</td> | </td> | ||
<td> | <td> | ||
L<br> | |||
ToggleLightInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Colour Preferences</td> | ||
<td>Set your colour preferences for Dark Radiant. (for other preferences see Preferences.)</td> | |||
<td>View>Colours<br> | |||
EditColourScheme | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Command List | |||
</td> | </td> | ||
<td>Shows list of commands and user-set shortcut keys assigned to them.</td> | |||
<td> | <td> | ||
< | Help>Shortcuts List<br> | ||
ShowCommandList | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cone-shaped brush</td> | |||
<td>Converts selected brush to cone shape | |||
of N side faces where N can be 3, 4 (pyramids) to 32. For a curved, bullet-shaped cone see Patch cone.</td> | |||
<td> | |||
<p>Brush>Cone<br> | |||
BrushCone</p> | |||
<p>[[Image:coneBrush.jpg]]</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Cone-shaped patch(curved)</td> | |||
</td> | <td>Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.</td> | ||
<td> | <td> | ||
Patch>cone<br> | |||
PatchCone | |||
<p></p> | |||
<p>[[Image:conePatch.jpg]]</p> | |||
<p>[[Image:coneDome.jpg]]</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Config (Preferences)</td> | |||
</td> | <td>Set Dark Radiant preferences. For display colours see Colours. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
Edit> | P<br> | ||
Edit>Preferences<br> | |||
Preferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Connect Selection | |||
</td> | </td> | ||
<td> | <td>Selected entity 1 targets selected entity 2 | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Entity>connect selected entities<br> | ||
Ctrl+K<BR> | |||
ConnectSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Console show/hide</td> | |||
<td>Shows/closes console text info window | |||
</td> | </td> | ||
<td> | <td> | ||
O<br> | |||
View>Console view<br> | |||
ToggleConsole | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 899: | Line 1,024: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Convert brush, number of sides | |||
</td> | |||
<td> | <td> | ||
Convert selected brush to be N-sided | |||
</td> | |||
<td> | |||
Ctrl+N<BR> | |||
Brush[N]Sided | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Convert (assign) selection to func_static</td> | ||
<td>Assign selection to func_static.</td> | |||
</td> | <td>RMB orthoview context menu</td> | ||
<td> | |||
</td> | |||
<td> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Coordinates of grid show</td> | |||
</td> | <td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | View>Show>Show Coordinates<br> | ||
ShowCoordinates | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Coordinates of items and size info show</td> | |||
</td> | <td>Shows size info and coordinates of selected in XYZ orthoview | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | View>Show>Show size info<br> | ||
(also in Preferences>Orthoview) | |||
<br> | |||
ToggleShowSizeInfo | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Copy | |||
</td> | </td> | ||
<td> | <td>Copies selected with offset from 0,0,0 to the Windows clipboard. If a face is selected then its texture is copied to Dark Radiant's Shader Clipboard | ||
</td> | </td> | ||
<td> | <td> | ||
< | Ctrl+C<br> | ||
Edit>Copy<br> | |||
Copy | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Copy Shader, Texture | |||
</td> | </td> | ||
<td> | <td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard. | ||
</td> | </td> | ||
<td> | <td> | ||
< | key:unassigned<br> | ||
Camera view:MMB | |||
<br> | |||
Edit>Copy shader<br> | |||
CopyShader | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Create brush</td> | |||
<td>Create new brush (must have nothing selected)</td> | |||
<td>LMB+Drag in orthoview</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Create or assign to Entity</td> | |||
<td>Create or assign to entity.</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Create Light</td> | |||
<td>Create Light</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Create Model</td> | |||
<td>Create model assigned to func_static.</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Crosshairs Toggle | |||
</td> | </td> | ||
<td> | <td> | ||
Toggle Crosshairs (grid) on and off in orthoview | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Shift+X<BR> | ||
Edit>Preferences>Orthoview<BR> | |||
ToggleCrosshairs | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
CSG Hollow brushes | |||
</td> | </td> | ||
<td>Replaces a selected brush with multiple brushes | |||
to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room.</td> | |||
<td> | |||
LeftBbar: [[Image:DRhollow.jpg]]<br> | |||
Brush>CSG>Make hollow<br> | |||
CSGHollow | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
CSG Merge | |||
brushes</td> | |||
<td>Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |||
</td> | </td> | ||
<td> | <td> | ||
< | Ctrl+U<br> | ||
LeftBbar: [[Image:DRcsgMerg.jpg]] | |||
<br> | |||
CSGMerge | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
CSG Room | |||
brushes</td> | |||
<td>Replaces selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) | |||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRroom.jpg]]<br> | |||
CSGRoom | |||
< | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
CSG Subtract brushes | |||
</td> | </td> | ||
<td> | <td> | ||
<p>Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.</p> | |||
</td> | </td> | ||
<td> | <td> | ||
< | Shift+U<br> | ||
LeftBbar: [[Image:DRcsgSub.jpg]] | |||
<br> | |||
CSGSubtract</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Cubic Clip Camera mode</td> | |||
<td>Mode in which camera render distance can be controlled.</td> | |||
<td>Shift+F<br> | |||
TopBbar: [[Image:DRcubicClipBut.jpg]]<br> | |||
ToggleCubicClip | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,018: | Line 1,189: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cubic Clip Zoom In | |||
</td> | </td> | ||
<td> | <td> | ||
Reduces render distance in camera view if Cubic Clip Camera view mode is set.</td> | |||
</td> | |||
<td> | <td> | ||
<p>Ctrl+plus<br> | |||
View > | View>Camera>far clip plane in<br> | ||
CubicClipZoomIn | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cubic Clip Zoom Out | |||
</td> | </td> | ||
<td>Increases render distance in camera view if Cubic Clip Camera view mode is set.</td> | |||
<td> | <td> | ||
Ctrl+minus<br> | |||
View>Camera>far clip plane out<br> | |||
CubicClipZoomOut | |||
</td> | </td> | ||
<td> | </tr> | ||
< | <tr valign="top" align="left"> | ||
<td>Curve creation</td> | |||
</td> | <td>Consider patch bevel, patch end cap, brush prism</td> | ||
<td> </td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve Append Control Point | |||
</td> | </td> | ||
<td> | <td>?? | ||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | LeftBbar: [[Image:DRappendNurbs.jpg]]<BR> | ||
CurveAppendControlPoint | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve Catmull Rom Create</td> | |||
</td> | <td>?? | ||
<td> | |||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
< | <br> | ||
CreateCurveCatmullRom | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve Convert Type | |||
</td> | </td> | ||
<td> | <td>?? | ||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | LeftBbar: [[Image:DRconvNurbs.jpg]]<BR> | ||
CurveConvertType | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve NURBS Create</td> | |||
<td>?? | |||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRmakeNurbs.jpg]]<br> | |||
CreateCurveNURBS | |||
< | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve Insert Control Point | |||
</td> | </td> | ||
<td> | <td>?? | ||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRinsertNurbs.jpg]]<BR> | |||
CurveInsertControlPoint | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Curve Remove Control Point | |||
</td> | </td> | ||
<td> | <td>?? | ||
see [[NURBS Curves]] | |||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRremoveNurbs.jpg]]<BR> | |||
CurveRemoveControlPoint | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cycle Cap Texture Patch | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Ctrl+Shift+N<BR> | ||
CycleCapTexturePatch | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Cylinders, pipes, pillars, cylinders, or rods: (patches, round or square)</td> | |||
<td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | |||
<td> | |||
<p>Patch>cylinder (round)<br> | |||
Patch>More cylinders>square, dense, very dense cylinders<br> | |||
PatchCylinder<br> | |||
PatchDenseCylinder<br> | |||
PatchSquareCylinder<br> | |||
PatchVeryDenseCylinder | |||
</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Delete patch, rows or columns</td> | |||
<td>Delete either two rows or two columns | |||
at either beginning or end of a patch. | |||
</td> | </td> | ||
<td> | <td> | ||
< | Patch>delete><br> | ||
PatchDeleteColumnBeginning<br> | |||
PatchDeleteColumnEnd<br> | |||
PatchDeleteRowBeginning<br> | |||
PatchDeleteRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,142: | Line 1,343: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Delete Selected | |||
</td> | </td> | ||
<td> | <td>Deletes selected items | ||
</td> | </td> | ||
<td> | <td> | ||
BackSpace<br> | |||
Edit>Delete<br> | |||
DeleteSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td> | |||
Deselect Selected</td> | |||
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. | |||
<tr valign=" | |||
<td | |||
< | |||
</td> | </td> | ||
<td> | <td> | ||
< | Esc<br> | ||
< | Edit>Clear Selection<br> | ||
UnSelectSelection | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Disks, pipes, pillars, cylinders, or rods: (patches, round or square)</td> | |||
<td> | <td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | ||
<td> | <td> | ||
<p>Patch>cylinder (round)<br> | |||
Patch>More cylinders>square, dense, very dense cylinders<br> | |||
PatchCylinder<br> | |||
<br> | PatchDenseCylinder<br> | ||
PatchSquareCylinder<br> | |||
<br> | PatchVeryDenseCylinder | ||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,196: | Line 1,384: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Disk brush (prism)</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | </td> | ||
<td> | <td> | ||
<p>Brush>prism<br> | |||
BrushPrism</p> | |||
<p>[[Image:prismWedge.jpg]] | |||
</p> | |||
<p>[[Image:prismDisk.jpg]] | |||
</p> | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Down Floor</td> | |||
<td>Moves camera down to next horizontal brush surface | |||
</td> | </td> | ||
<td> | <td> | ||
Page_down<br> | |||
View>camera>down floor<br> | |||
DownFloor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
<td> | Drag edges</td> | ||
<td> | <td>Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.</td> | ||
<td> | |||
E<br> | |||
Modify>Components>Edges<br> | |||
DragEdges | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Drag Entities | |||
</td> | </td> | ||
<td> | <td>Toggles Drag Entities mode. ?? | ||
</td> | </td> | ||
<td> | <td> | ||
Modify>Components>Entities<BR> | |||
DragEntities | |||
<BR> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Drag Faces | |||
</td> | </td> | ||
<td> | <td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. | ||
</td> | </td> | ||
<td> | <td> | ||
F<br> | |||
Modify>Components>Faces<br> | |||
DragFaces | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Drag Vertices | |||
</td> | </td> | ||
<td> | <td> | ||
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. | |||
</td> | </td> | ||
<td> | <td> | ||
V<br> | |||
TopBbar: [[Image:DRsVertices.jpg]]<br> | |||
</td> | Modify>Components>Vertices<br> | ||
DragVertices</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Edges,drag | |||
</td> | </td> | ||
<td>Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.</td> | |||
<td> | <td> | ||
E<br> | |||
TopBbar: [[Image:DRsEdges.jpg]] | |||
<br> | |||
Modify>Components>Edges<br> | |||
DragEdges | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
End Cap Patch</td> | |||
<td>Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.</td> | |||
<td> | <td> | ||
<p>Patch>End cap<br> | |||
PatchEndCap<br> | |||
<br> | |||
[[Image:endCap1.jpg]] | |||
</p> | |||
<p>[[Image:endCap2.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Entity create or assign to</td> | |||
<td>Create or assign to entity.</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Entity Inspector | |||
toggle show/hide</td> | |||
<td>Shows/closes entity inspector with entity properties | |||
</td> | </td> | ||
<td> | <td> | ||
N<br> | |||
View>Entity inspector<br> | |||
ToggleEntityInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Entity List | |||
</td> | </td> | ||
<td> | <td>Toggles show/hide list of all entities in the map. Can select. | ||
</td> | </td> | ||
<td> | <td> | ||
L<br> | |||
View | View>entity list<br> | ||
EntityList | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Entity names show</td> | |||
<td>Show entity names in XYZ orthoview | |||
</td> | |||
<td> | |||
View>Show>Show Names<br> | |||
ShowNames | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Entity revert to worldspawn | |||
</td> | |||
<td>Reverts primitives group entity back to worldspawn | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+G<br> | |||
Entity>revert group to worldspawn<br> | |||
RMB orthoview menu>revert to worldspawn<br> | |||
RevertToWorldspawn | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Erase Selected | |||
</td> | |||
<td>Deletes selected items | |||
</td> | </td> | ||
<td> | <td> | ||
BackSpace<br> | |||
Edit>Delete<br> | |||
< | |||
DeleteSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Exit Dark Radiant</td> | |||
</td> | <td>Close Dark Radiant | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
File>Exit<BR> | |||
Exit | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Expand Selection To Entities | |||
</td> | </td> | ||
<td>Selects all primitive children of an entity if one child is selected. | |||
Works also with Worldspawn entity.</td> | |||
<td> | <td> | ||
Ctrl+Alt+E<br> | |||
Edit>Expand selection to whole entities<br> | |||
ExpandSelectionToEntities | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Export collision model CM file</td> | |||
<td> | |||
<td> | <p>Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) | ||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
Edit>Create collision model..<br> | |||
BrushExportCM | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Export selected as OBJ file | |||
</td> | </td> | ||
<td> | <td>Save selected brushes as OBJ file for import into 3D modelling programs. | ||
</td> | </td> | ||
<td> | <td> | ||
Edit>Export selected brushes to OBJ<br> | |||
BrushExportOBJ | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,377: | Line 1,617: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Export selected as prefab</td> | |||
</td> | <td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td> | ||
<td> | <td> | ||
File > Save selected as prefab<br> | |||
SaveSelectedAsPrefab | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Faces, drag</td> | |||
<td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. | |||
</td> | </td> | ||
<td> | <td> | ||
F<br> | |||
TopBbar: [[Image:DRsFaces.jpg]] | |||
<br> | |||
Modify>Components>Faces<br> | |||
DragFaces | |||
</td> | </td> | ||
<td> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Far Clip Plane Camera mode</td> | |||
</td> | <td>Mode in which camera render distance can be controlled. ??</td> | ||
<td>TopBbar: [[Image:DRcubicClipBut.jpg]]</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Far Clip Plane Zoom In | |||
</td> | </td> | ||
<td> | <td> | ||
Reduces render distance in camera view if Cubic Clip Camera view mode is set. ??</td> | |||
<td> | |||
<p>Ctrl+plus<br> | |||
View>Camera>far clip plane in<br> | |||
</ | CubicClipZoomIn | ||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Far Clip Plane Zoom Out | |||
</td> | </td> | ||
<td>Increases render distance in camera view if Cubic Clip Camera view mode is set. ??</td> | |||
<td> | <td> | ||
Ctrl+minus<br> | |||
View>Camera>far clip plane out<br> | |||
CubicClipZoomOut | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Filter various types</td> | |||
<td>Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see [[Defining custom Filters in DarkRadiant]]. For other filtering, see Hide, and Region. | |||
</td> | </td> | ||
<td> | <td> | ||
Filter>All 'type'<BR> | |||
FilterAll'Type'</td> | |||
</tr> | |||
</td> | |||
<td> | |||
<tr valign="top" align="left"> | |||
<td>Filter Region</td> | |||
</td> | <td>see Region options</td> | ||
<td> </td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Filter (Hide) Selected | |||
</td> | </td> | ||
<td> | <td> | ||
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) | |||
</td> | </td> | ||
<td> | <td> | ||
H<BR> | |||
View > Hide/Show<BR> | |||
HideSelected | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Find Brush | |||
</td> | </td> | ||
<td> | <td>Makes brush #n input the selection. Or gives n if brush already selected. Buggy? | ||
</td> | </td> | ||
<td> | <td> | ||
Map>Find brush<BR> | |||
FindBrush | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Find and Replace Textures | |||
</td> | </td> | ||
<td> | <td> | ||
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. | |||
</td> | </td> | ||
<td> | <td> | ||
FindReplaceTextures | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip Clip</td> | |||
<td>In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clip Selected) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Return<br> | |||
Brush>Clipper>Flip clip orientation<br> | |||
FlipClip | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip (mirror) Selection X | |||
</td> | </td> | ||
<td> | <td>Converts selected brushes or patches to mirror version of itself along the X plane | ||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRxMirror.jpg]]<br> | |||
Modify>Mirror>Mirror X<br> | |||
MirrorSelectionX | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip (mirror) Selection Y | |||
</td> | </td> | ||
<td> | <td>Converts selected brushes or patches to mirror version of itself along the Y plane | ||
</td> | </td> | ||
<td> | <td> | ||
< | LeftBbar: [[Image:DRyMirror.jpg]]<br> | ||
Modify>Mirror>Mirror Y<br> | |||
</td> | MirrorSelectionY</td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip (mirror) Selection Z</td> | |||
</td> | <td>Converts selected brushes or patches to mirror version of itself along the Z plane | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | LeftBbar: [[Image:DRzMirror.jpg]]<br> | ||
Modify>Mirror>Mirror Z<br> | |||
MirrorSelectionZ | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip Texture X | |||
</td> | </td> | ||
<td> | <td>Mirror texture in X plane | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | > Surface Inspector<BR> | ||
FlipTextureX | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Flip Texture Y | |||
</td> | </td> | ||
<td> | <td>Mirror texture in Y plane | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | > Surface Inspector<BR> | ||
FlipTextureY | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Fog (on Light Inspector) | |||
</td> | </td> | ||
<td> | <td> | ||
Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button. | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | L<BR> | ||
ToggleLightInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td>Func_static, convert (assign) selection to</td> | |||
<td>Assign selection to func_static.</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
</table> | |||
===G to M=== | |||
<table | |||
cellpadding="2" | |||
border="1" | |||
align="center" | |||
width="100%"> | |||
<tr valign="bottom" align="center"> | |||
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td> | |||
</tr> | |||
<tr valign="bottom" align="center"> | |||
<td> | <td> | ||
<B>CONTROL</B> | |||
</td> | </td> | ||
<td> | <td> | ||
<B>DESCRIPTION</B> | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | <B>DEFAULT KEY<BR> | ||
TOOLBAR<BR> | |||
MENU ROUTE<BR> | |||
SHORTCUT NAME</B> | |||
</td> | </td> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Game Select</td> | |||
</td> | <td>Select Game | ||
settings to specify Doom3 path and mod, eg, darkmod.</td> | |||
<td> | <td> | ||
Key:P>Preferences>Game<br> | |||
< | Edit>Preferences>Game | ||
<br> | |||
< | File>Select Game | ||
<br> | |||
ProjectSettings | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Globe-shaped brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) | ||
</td> | </td> | ||
<td> | <td> | ||
< | Brush>sphere<br> | ||
BrushSphere | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Grid Down | |||
</td> | |||
<td>Decrease grid size in steps as for Grid Size N | |||
in orthoview. | |||
</td> | </td> | ||
<td> | <td> | ||
plus<BR> | |||
GridDown | |||
</td> | |||
</tr> | |||
</td> | |||
<tr valign="top" align="left"> | |||
<td>Grid size N</td> | |||
<td>Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256</td> | |||
<td> | <td> | ||
< | keys: 1(1) to 9(256) | ||
<br> | |||
</td> | Grid>GridN | ||
<br> | |||
SetGridN</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Grid snap | |||
</td> | </td> | ||
<td> | <td>Snaps selected to grid in orthoview. | ||
</td> | </td> | ||
<td> | <td> | ||
< | <p>Ctrl+G<br> | ||
LeftBbar: [[Image:DRsnapGrid.jpg]]<br> | |||
Grid>snap selected to grid | |||
<br> | |||
SnapToGrid | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Grid toggle show/hide in orthoview | |||
</td> | </td> | ||
<td> | <td>Hides/shows XYZ orthoview grid | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | key: 0 (zero)<BR> | ||
ToggleGrid | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Grid Up | |||
</td> | </td> | ||
<td> | <td>Increase grid size in steps as for Grid Size N | ||
in orthoview. | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | minus<BR> | ||
GridUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Group Cycle Backward | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Shift+ISO_Left_Tab<BR> | ||
GroupCycleBackward | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Group Cycle Forward | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
Tab<BR> | |||
GroupCycleForward | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide Camera | |||
</td> | </td> | ||
<td> | <td>Shows/closes camera view window | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+ | Ctrl+Shift+C<br> | ||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide Console | |||
</td> | </td> | ||
<td> | <td>Shows/closes console text info window | ||
</td> | </td> | ||
<td> | <td> | ||
O (letter)<br> | |||
View>Console view<br> | |||
ToggleConsole | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide entity Inspector | |||
</td> | |||
<td>Shows/closes entity inspector with entity properties | |||
</td> | </td> | ||
<td> | <td> | ||
N<br> | |||
View>Entity inspector<br> | |||
ToggleEntityInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide Light Radii | |||
</td> | </td> | ||
<td>Shows/hides the area covered by every light.</td> | |||
<td> | <td> | ||
Ctrl+Alt+Shift+F<br> | |||
< | TopBbar: [[Image:DRshowLights.jpg]] | ||
<br> | |||
ToggleShowAllLightRadii | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,728: | Line 2,034: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide Selected | |||
</td> | </td> | ||
<td> | <td> | ||
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | H<BR> | ||
View > Hide/Show<BR> | |||
HideSelected | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide texture browser | |||
</td> | </td> | ||
<td> | <td>Shows/closes texture browser window | ||
with previously chosen textures (see also media browser for all.) | |||
</td> | </td> | ||
<td> | <td> | ||
< | T<br> | ||
View>Texture browser<br> | |||
ViewTextures | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hide (filter) various types</td> | |||
</td> | <td>Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see [[Defining custom Filters in DarkRadiant]]. For other filtering, see Hide, and Region. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | Filter>All 'type'<br> | ||
FilterAll'Type'</td> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
History: Open most recently used map N</td> | |||
<td> | <td>Opens most recently used map N where N can be 1 to 11</td> | ||
<td> | <td> | ||
File>1 to 11<br> | |||
MRUOpenN</td> | |||
File> | |||
<br> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Hollow brush (CSG)</td> | |||
<td>Replaces a selected brush with multiple brushes | |||
<td> | to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room.</td> | ||
</td> | |||
<td> | <td> | ||
LeftBbar: [[Image:DRhollow.jpg]]<br> | |||
Brush>CSG>Make hollow<br> | |||
CSGHollow | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Horizontal (level) camera view | |||
</td> | </td> | ||
<td> | <td>levels camera view to horizontal. | ||
</td> | </td> | ||
<td> | <td> | ||
End<br> | |||
View>camera>Center<br> | |||
CenterView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Image background</td> | ||
<td>Sets background image as wallpaper in XYZ orthoview</td> | |||
<td>View>background image</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Import Map | |||
</td> | </td> | ||
<td> | <td> | ||
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. | |||
</td> | </td> | ||
<td> | <td> | ||
File > Import<BR> | |||
ImportMap | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Info of Map</td> | |||
<td>List how many of all entities plus total number of entities, brushes, and patches.</td> | |||
<td> | |||
M<br> | |||
Map>Map info<br> | |||
MapInfo | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Insert into patch</td> | |||
<td>Insert either two rows or two columns at either beginning or end of a patch. | |||
</td> | </td> | ||
<td> | <td> | ||
Patch>insert><br> | |||
PatchInsertColumnBeginning<br> | |||
PatchInsertColumnEnd<br> | |||
PatchInsertRowBeginning<br> | |||
PatchInsertRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Insert Prefab | |||
</td> | </td> | ||
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td> | |||
<td> | <td> | ||
<p>File > Load prefab<br> | |||
< | RMB orthoview context menu<BR> | ||
< | LoadPrefab | ||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,840: | Line 2,160: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Invert Patch surface or curve</td> | |||
</td> | <td>A patch is one visible textured face even if curved around. This control reverses that face | ||
to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.</td> | |||
<td> | <td> | ||
Ctrl+I<br> | |||
Patch>Matrix>invert<br> | |||
InvertCurve | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Invert Selected</td> | |||
<td>Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only.</td> | |||
<td> | |||
I<br> | |||
Edt>Invert selection<br> | |||
InvertSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Keys and Command List | |||
</td> | </td> | ||
<td>Shows list of commands and user-set shortcut keys assigned to them.</td> | |||
<td> | <td> | ||
Help>Shortcuts List<br> | |||
ShowCommandList | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Leak Spot | |||
</td> | Next</td> | ||
<td> | <td>Moves camera to next point (nearer entity) on a line that winds its way around brushes between an entity and a leak to the void. (see also Pointfile.) | ||
</td> | </td> | ||
<td> | <td> | ||
View>camera>Next leak spot<br> | |||
Ctrl+Shift+K<br> | |||
NextLeakSpot | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 1,907: | Line 2,207: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Leak Pointfile | |||
toggle</td> | |||
<td>Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path. | |||
(see also Next and Previous leak spot.) | |||
</td> | |||
<td> | |||
File>Pointfile<br> | |||
TogglePointfile | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Leak Spot | |||
Previous </td> | |||
<td>Moves camera to previous point (further from entity) on a line that winds its way around brushes between an entity and a leak to the void. Repeatedly pressing this moves eventually to the leak. (see also Pointfile.) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Shift+L<br> | ||
View>camera>Previous leak spot<br> | |||
PrevLeakSpot | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Level (center) camera view | |||
</td> | </td> | ||
<td> | <td>levels camera view to horizontal. | ||
</td> | </td> | ||
<td> | <td> | ||
End<br> | |||
View>camera>Center<br> | |||
CenterView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Light Inspector Toggle | |||
</td> | </td> | ||
<td> | <td> | ||
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more. | |||
</td> | </td> | ||
<td> | <td> | ||
L<br> | |||
View>Light inspector<br> | |||
ToggleLightInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Light brightness | |||
</td> | </td> | ||
<td> | <td> | ||
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. | |||
</td> | </td> | ||
<td> | <td> | ||
< | L<br> | ||
View>Light inspector<br> | |||
ToggleLightInspector | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Light creation</td> | |||
<td>Create a light</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Lights colour </td> | |||
<td> | |||
Display Light Inspector. Select Colour. Use colour selector or type in values direct. | |||
</td> | </td> | ||
<td> | <td> | ||
L<br> | |||
View>Light inspector<br> | |||
ToggleLightInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Lights, Show All Radii | |||
</td> | </td> | ||
<td>Shows/hides the area covered by every light.</td> | |||
<td> | <td> | ||
Ctrl+Alt+Shift+F<br> | |||
TopBbar: [[Image:DRshowLights.jpg]] | |||
<br> | |||
ToggleShowAllLightRadii | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Load Position N of camera</td> | |||
<td>changes camera position to that saved previously with Save position N. | |||
</td> | </td> | ||
<td> | <td> | ||
Alt+N (N=0 to 9)<BR> | |||
LoadPositionN</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Load Prefab | |||
</td> | </td> | ||
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td> | |||
<td> | <td> | ||
<p>File > Load prefab<br> | |||
Grid > Right click > Insert prefab | |||
<BR> | |||
LoadPrefab | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Locate selection using Workzone gridlines</td> | |||
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td> | |||
<td> | <td> | ||
View>Show>Show Workzone<br> | |||
ShowWorkzone | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Lock Texture</td> | |||
<td>Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved.</td> | |||
<td> | |||
Shift+T or S>Surface Inspector<br> | |||
TopBbar: [[Image:DRtexLock.jpg]]<br> | |||
Brush>Texture lock | |||
<br> | |||
TogTexLock | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Look Through Camera | |||
</td> | </td> | ||
<td> | <td>Look Through Camera | ||
?? | |||
</td> | </td> | ||
<td> | <td> | ||
View>Camera>Look Through Camera<BR> | |||
LookThroughCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Look Through Selected | |||
</td> | </td> | ||
<td> | <td>Look Through Selected | ||
?? | |||
</td> | </td> | ||
<td> | <td> | ||
View>Camera>Look Through Selected<BR> | |||
LookThroughSelected | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Make Detail | |||
</td> | </td> | ||
<td> | <td> ?? | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+M<br> | |||
Brush>Make detail<br> | |||
MakeDetail | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Make Structural | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+S<br> | |||
Brush>Make structural | |||
<BR> | <BR> | ||
MakeStructural | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Map Info | |||
</td> | </td> | ||
<td>List how many of all entities plus total number of entities, brushes, and patches.</td> | |||
<td> | <td> | ||
M<br> | |||
Map>Map info<BR> | |||
MapInfo | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Map, Open most recently used N</td> | |||
</td> | <td>Opens most recently used map N where N can be 1 to 11</td> | ||
<td> | |||
</td> | |||
<td> | <td> | ||
<br> | File>1 to 11<br> | ||
MRUOpenN</td> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Matrix Transpose, patch</td> | |||
</td> | <td>Same as invert ?? | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+M<br> | |||
Patch>Matrix>transpose | |||
<BR> | <BR> | ||
MatrixTranspose | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Media browser</td> | |||
</td> | <td>Browse all available textures (see also texture browser for previously chosen.)</td> | ||
<td> | |||
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Merge brushes (CSG)</td> | |||
<td>Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |||
</td> | </td> | ||
<td> | <td> | ||
< | Ctrl+U<br> | ||
LeftBbar: [[Image:DRcsgMerg.jpg]] | |||
<br> | |||
CSGMerge | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Merge (Import) Map | |||
</td> | </td> | ||
<td> | <td> | ||
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | File > Import<BR> | ||
ImportMap | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Mirror (flip) Selection X | |||
</td> | </td> | ||
<td> | <td>Converts selected brushes or patches to mirror version of itself along the X plane | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | LeftBbar: [[Image:DRxMirror.jpg]]<br> | ||
Modify>Mirror>Mirror X<BR> | |||
MirrorSelectionX | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Mirror (flip) Selection Y | |||
</td> | </td> | ||
<td> | <td>Converts selected brushes or patches to mirror version of itself along the Y plane | ||
</td> | </td> | ||
<td> | <td> | ||
< | LeftBbar: [[Image:DRyMirror.jpg]]<br> | ||
Modify>Mirror>Mirror Y<br> | |||
</td> | MirrorSelectionY</td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Mirror (flip) Selection Z | |||
</td> | </td> | ||
<td> | <td>Converts selected brushes or patches to mirror version of itself along the Z plane | ||
</td> | </td> | ||
<td> | <td> | ||
< | LeftBbar: [[Image:DRzMirror.jpg]]<br> | ||
Modify>Mirror>Mirror Z<br> | |||
MirrorSelectionZ | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Mod setting/ selection</td> | |||
</td> | <td>Select Game | ||
settings to specify Doom3 path and mod, eg, darkmod.</td> | |||
<td> | <td> | ||
P>Preferences>Game<br> | |||
Edit>Preferences>Game | |||
<br> | |||
File>Select Game | |||
<br> | |||
ProjectSettings | |||
</td> | </td> | ||
<td> | </tr> | ||
< | <tr valign="top" align="left"> | ||
<td>Model creation</td> | |||
</td> | <td>Create model assigned to func_static.</td> | ||
<td>RMB orthoview context menu</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Models Refresh</td> | |||
</td> | <td>Reloads all model resources used in map. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | File>Refresh models<br> | ||
RefreshReferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Model, free rotation</td> | |||
</td> | <td>??</td> | ||
<td> | <td> | ||
Modify>Free Model Rotation<br> | |||
ToggleFreeModelRotation | |||
< | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Monster_clip surround model</td> | |||
<td>Creates a brush textured in monster_clip to selected model. (see [[Pathfinding]]</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Most recently used maps, open N</td> | |||
</td> | <td>Opens most recently used map N where N can be 1 to 11</td> | ||
<td> | <td> | ||
File>1 to 11<br> | |||
MRUOpenN</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Mouse Rotate | |||
</td> | Mode</td> | ||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
Rotate | |||
Mode cancels, & is cancelled by, Clipper, Move & Resize and Translate Modes. Works on selected: single models or brushes/patches or on multiple selected brushes/patches which will rotate around a common centre.<br> | |||
<br> | |||
'''Rotate:'''<br> | |||
LMB-drag ''within'' circle | |||
to freely rotate in all planes. Caution: brushes/patches may distort badly when snapping to grid during rotation.<br> | |||
<br> | |||
LMB-drag ''outside'' of circle to rotate only in the plane of the axis of view.</p> | |||
<p>Compare also Rotate & Scale Dialog | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
< | <p>'''Mode:'''<br> | ||
Key: R<br> | |||
LeftBbar: [[Image:DRrotate.jpg]]<br> | |||
MouseRotate | |||
<br> | |||
<br> | |||
'''Useage:'''<br> | |||
LMB-drag | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move & Resize Selection Mode</td> | |||
<td> | |||
<p>'''Mode:'''<br> | |||
Move & Resize Mode cancels, & is cancelled by, Clipper, Rotate & Translate Modes.<br> | |||
<br> | |||
'''Move:'''<br> | |||
Drag LMB ''within'' selected to move. (may need touch collision model outline) See also other move, nudge, and mouse translate options.<br> | |||
<br> | |||
'''Resize:'''<br> | |||
Drag LMB ''outside'' of selected brush or patch to/ from face to resize it. Compare also 'Drag Faces'. For models, see [[Rescaling, Resizing, Models in Dark Radiant]] | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
Key: Q<br> | |||
LeftBbar: [[Image:DRdragResize.jpg]]<br> | |||
< | MouseDrag<br> | ||
< | <br> | ||
< | '''Useage:'''<br> | ||
LMB-drag | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move (Drag, Translate) in one plane (Mode)</td> | |||
</td> | |||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
Move (Translate) Mode cancels, & is cancelled by, Clipper, Rotate, Move & Resize Modes.</p> | |||
<p>'''Useage:'''<br> | |||
In camera or orthoview, LMB any side of selection and origin pointer for that plane turns yellow. Then either side or within selection in that plane, LMB will drag only in that plane preventing sideslip. Compare also alternative 'Nudge', and 'Move (drag) selection in one plane' which are not locked modes.</p> | |||
</td> | </td> | ||
<td> | <td> | ||
< | W<br> | ||
LeftBbar: [[Image:DRtranslate.jpg]] | |||
<br> | |||
MouseTranslate | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Move (drag) selection in one plane</td> | |||
<td>LMB ''within'' item THEN Shift THEN drag to move it in one plane, eg, up/down else left/right. Note: Pressing shift ''first'' drags out a selection rectangle (see Select All Partial) See also other move, nudge, and mouse translate options.</td> | |||
<td>LMB, then Shift then drag</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move (nudge) Selection Down | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line down. | ||
</td> | </td> | ||
<td> | <td> | ||
< | Alt+Down Arrow key<br> | ||
Modify>Nudge>Nudge down | |||
<br> | |||
SelectNudgeDown | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move (nudge) Selection Left | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line left | ||
</td> | </td> | ||
<td> | <td> | ||
Alt+Left Arrow key<br> | |||
Modify>Nudge>Nudge left | |||
<br> | |||
SelectNudgeLeft | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move (nudge) Selection Right | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line right | ||
</td> | </td> | ||
<td> | <td> | ||
< | Alt+Right Arrow key<br> | ||
Modify>Nudge>Nudge right | |||
<br> | |||
SelectNudgeRight | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move (nudge) Selection Up | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line up | ||
</td> | </td> | ||
<td> | <td> | ||
Alt+Up Arrow key<br> | |||
Modify>Nudge>Nudge up | |||
<br> | |||
SelectNudgeUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move Selection Down</td> | |||
<td>Move selection down one grid line (see also Nudge) | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+KP_Subtract<BR> | |||
MoveSelectionDOWN | |||
Shift+ | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move Selection Up</td> | |||
</td> | <td>Move selection up one grid line (see also Nudge) | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Shift+KP_Add<BR> | ||
MoveSelectionUP | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Move Vertices</td> | |||
</td> | |||
<td> | <td> | ||
Toggles Drag Vertices mode. Enables vertices of brushes and patches to be moved individually to reshape brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. | |||
</td> | </td> | ||
<td> | <td> | ||
< | V<br> | ||
Top Toolbar<br> | |||
Modify>Components>Vertices<br> | |||
DragVertices | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign=" | |||
<td> | </table> | ||
===N to S=== | |||
<table | |||
cellpadding="2" | |||
border="1" | |||
align="center" | |||
width="100%"> | |||
<tr valign="bottom" align="center"> | |||
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td> | |||
</tr> | |||
<tr valign="bottom" align="center"> | |||
<td> | |||
<B>CONTROL</B> | |||
</td> | </td> | ||
<td> | <td> | ||
< | <B>DESCRIPTION</B> | ||
</ | |||
</td> | </td> | ||
<td> | <td> | ||
<B>DEFAULT KEY<BR> | |||
< | TOOLBAR<BR> | ||
< | MENU ROUTE<BR> | ||
SHORTCUT NAME</B> | |||
</td> | </td> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Names show | |||
</td> | toggle</td> | ||
<td> | <td>Shows/hides all entity names in XYZ orthoview | ||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Names<br> | |||
Preferences | (also in Preferences>Orthoview) | ||
<br> | |||
ShowNames | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
New Map</td> | |||
<td>Clear all ready to create new map. | |||
</td> | </td> | ||
<td> | <td> | ||
File>New Map<BR> | |||
NewMap | |||
</td> | |||
</tr> | |||
</td> | <tr valign="top" align="left"> | ||
<td> | |||
New XYZ Orthoview window</td> | |||
<td>Creates new XYZ Orthoview window</td> | |||
<td> | <td> | ||
Ctrl+ | Ctrl+Alt+N<br> | ||
View>New XY view<br> | |||
NewOrthoView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Next Leak Spot | |||
</td> | |||
<td>Moves camera to next point (nearer entity) on a line that winds its way around brushes between an entity and a leak to the void. (see also Pointfile.) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+K<br> | |||
View>camera>Next leak spot<br> | |||
NextLeakSpot | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Next View | |||
</td> | </td> | ||
<td> | <td>Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side. | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Tab<br> | ||
TopBbar: [[Image:DRnextViewBut.jpg]] | |||
<br> | |||
View>Orthographic>Next<br> | |||
NextView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Normalise Texture | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
NormaliseTexture | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Nudge (move) Selection Down | |||
</td> | |||
<td>Move selection one grid line down. | |||
</td> | </td> | ||
<td> | <td> | ||
Alt+Down Arrow key<br> | |||
Modify>Nudge>Nudge down | |||
<br> | |||
SelectNudgeDown | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Nudge (move) Selection Left | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line left | ||
</td> | </td> | ||
<td> | <td> | ||
Alt+Left Arrow key<br> | |||
Modify>Nudge>Nudge left | |||
<br> | |||
SelectNudgeLeft | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Nudge (move) Selection Right | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line right | ||
</td> | </td> | ||
<td> | <td> | ||
< | Alt+Right Arrow key<br> | ||
Modify>Nudge>Nudge right | |||
<br> | |||
SelectNudgeRight | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Nudge (move) Selection Up | |||
</td> | </td> | ||
<td> | <td>Move selection one grid line up | ||
</td> | </td> | ||
<td> | <td> | ||
< | Alt+Up Arrow key<br> | ||
Modify>Nudge>Nudge up | |||
<br> | |||
SelectNudgeUp | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Objectives Editor | |||
<td> | </td> | ||
<td>Displays Mission Objectives Editor. See [[Objectives]] | |||
</td> | |||
<td> | <td> | ||
Map>Objectives<BR> | |||
ObjectivesEditor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Open Map | |||
</td> | </td> | ||
<td> | <td>Load in a previously created map file. | ||
</td> | </td> | ||
<td> | <td> | ||
< | Key: Ctrl+O<br> | ||
TopBbar: [[Image:DRopenBut.jpg]]<br> | |||
File>Open<br> | |||
OpenMap | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Open Map most recently used N</td> | |||
</td> | <td>Opens most recently used map N where N can be 1 to 11</td> | ||
<td> | |||
File>1 to 11<br> | |||
MRUOpenN</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Options (Preferences)</td> | |||
<td>Set Dark Radiant preferences. For display colours see Colours. | |||
</td> | </td> | ||
<td> | <td> | ||
P<br> | |||
Edit>Preferences<br> | |||
Preferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Orthoview cycle next view | |||
</td> | </td> | ||
<td> | <td>Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side. | ||
</td> | </td> | ||
<td> | <td> | ||
< | Ctrl+Tab<br> | ||
TopBbar: [[Image:DRnextViewBut.jpg]] | |||
<br> | |||
View>Orthographic>Next<br> | |||
NextView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Orthoview | |||
window<br> | |||
creation</td> | |||
<td>Creates new XYZ Orthoview window | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Alt+N<br> | |||
View>New XY view<br> | |||
NewOrthoView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Overlay Dialog | |||
</td> | </td> | ||
<td> | <td> | ||
</td> | </td> | ||
<td> | <td> | ||
Alt+O<BR> | |||
OverlayDialog | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Parent selected primitives</td> | |||
<td> | <td> | ||
Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu | Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu | ||
</td> | </td> | ||
<td> | <td> | ||
Edit>Reparent primitives< | Edit>Reparent primitives<br> | ||
ParentSelection | ParentSelection | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste | |||
</td> | |||
<td>Pastes from Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If faces selected then the texture is copied from Dark Radiant's Shader Clipboard | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+V<br> | |||
< | Edit>Paste<br> | ||
< | |||
Paste | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste to Camera | |||
</td> | </td> | ||
<td> | <td> | ||
<p>Pastes from Windows clipboard to centre on camera position. | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
</td> | Alt+V<br> | ||
Edit>Paste to camera<br> | |||
PasteToCamera</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste Shader</td> | |||
<td>Pastes texture from Dark Radiant's shader clipboard to selected items. | |||
</td> | </td> | ||
<td> | <td> | ||
< | Key:unassigned<br> | ||
< | Camera view>Ctrl+MMB<br> | ||
Edit>Paste shader<BR> | |||
PasteShader | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste Shader Natural | |||
</td> | </td> | ||
<td> | <td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details. | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Key:unassigned<br> | ||
Camera view>Ctrl+Shift+MMB<BR> | |||
PasteShaderNatural | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste Texture | |||
</td> | </td> | ||
<td> | <td>Pastes texture from Dark Radiant's shader clipboard to selected items. | ||
</td> | </td> | ||
<td> | <td> | ||
< | |||
Key:unassigned<br> | |||
Camera view>Ctrl+MMB<br> | |||
Edit>Paste shader<br> | |||
PasteShader | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste Texture All Surfaces of brush | |||
</td> | </td> | ||
<td> | <td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. | ||
</td> | </td> | ||
<td> | <td> | ||
< | |||
Key:unassigned<br> | |||
</td> | Camera view>Ctrl+Alt+MMB</td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Paste Texture Coordinates</td> | |||
<td>Paste Texture Coordinates (only applies to Patch-to-Patch paste operations)</td> | |||
<td>Key:unassigned<br> | |||
Camera view>Alt+MMB</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Paste Texture Natural | |||
</td> | </td> | ||
<td> | <td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details. | ||
</td> | </td> | ||
<td> | <td> | ||
Key:unassigned<br> | |||
Ctrl+ | Camera view>Ctrl+Shift+MMB<br> | ||
PasteShaderNatural | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch (flat, simple mesh)</td> | |||
</td> | <td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview (see Invert Patch to reverse.) If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. | ||
<td> | If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td> | ||
</td> | |||
<td> | <td> | ||
Shift+P<br> | |||
Patch>Simple patch mesh | |||
<br> | |||
SimplePatchMesh | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Append</td> | |||
</td> | <td>Append either two rows or two columns | ||
<td> | at either beginning or end of a patch. | ||
</td> | </td> | ||
<td> | <td> | ||
Patch>append<BR> | |||
PatchAppendColumnBeginning<br> | |||
PatchAppendColumnEnd | |||
<br> | |||
PatchAppendRowBeginning<br> | |||
PatchAppendRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Bevel</td> | |||
</td> | <td>Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch.</td> | ||
<td> | <td> | ||
<p>Patch>Bevel<br> | |||
PatchBevel<br> | |||
<br> | |||
[[Image:Bevel1.jpg]] | |||
</p> | |||
<p>[[Image:Bevel2.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Patch cap selected curve</td> | |||
<td>Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve.</td> | |||
<td> | |||
Shift+C<br> | |||
Patch>cap selected | |||
<br> | |||
CapCurrentCurve | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Cone</td> | |||
</td> | <td>Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.</td> | ||
<td> | <td> | ||
Patch>cone<BR> | |||
</ | PatchCone | ||
< | <p></p> | ||
<p>[[Image:conePatch.jpg]]</p> | |||
<p>[[Image:coneDome.jpg]]</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch cylinders, pillars, disks, rods, or pipes: (round or square)</td> | |||
</td> | <td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | ||
<td> | <td> | ||
<p>Patch>cylinder (round)<br> | |||
< | Patch>More cylinders>square, dense, very dense cylinders<BR> | ||
< | PatchCylinder<br> | ||
PatchDenseCylinder<br> | |||
PatchSquareCylinder<br> | |||
PatchVeryDenseCylinder | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch, delete rows or columns</td> | |||
</td> | <td>Delete either two rows or two columns | ||
<td> | at either beginning or end of a patch. | ||
</td> | </td> | ||
<td> | <td> | ||
Patch>delete><BR> | |||
PatchDeleteColumnBeginning<br> | |||
PatchDeleteColumnEnd<br> | |||
PatchDeleteRowBeginning<br> | |||
PatchDeleteRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch End Cap | |||
</td> | </td> | ||
<td>Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.</td> | |||
<td> | <td> | ||
<p>Patch>End cap<BR> | |||
</ | PatchEndCap<br> | ||
< | <br> | ||
[[Image:endCap1.jpg]] | |||
</p> | |||
<p>[[Image:endCap2.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Insert | |||
</td> | </td> | ||
<td> | <td>Insert either two rows or two columns at either beginning or end of a patch. | ||
</td> | </td> | ||
<td> | <td> | ||
Patch>insert><BR> | |||
PatchInsertColumnBeginning<br> | |||
PatchInsertColumnEnd<br> | |||
PatchInsertRowBeginning<br> | |||
PatchInsertRowEnd | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Inspector | |||
</td> | |||
<td>Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+S<br> | |||
View>patch inspector<br> | |||
PatchInspector | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Patch invert, reverse, surface or curve</td> | |||
<td>A patch is one visible textured face even if curved around. This control reverses that face | |||
to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.</td> | |||
<td> | <td> | ||
Ctrl+ | |||
Ctrl+I<br> | |||
Patch>Matrix>invert<br> | |||
InvertCurve | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch, redisperse columns or rows | |||
</td> | </td> | ||
<td> | <td>Spreads out the vertices evenly in either columns or rows of a patch. | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Shift+E<br> | ||
Ctrl+E<br> | |||
Patch>matrix>redisperse> | |||
<br> | |||
RedisperseCols | |||
<br> | |||
RedisperseRows | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Patch Thicken</td> | |||
<td>Used on elected patch(es), 'Thicken' | |||
creates several patch walls to form a shell to simulate thick multi-surfaced | |||
patches.</td> | |||
<td> | |||
Ctrl+T<br> | |||
Patch>Thicken selected patches<br> | |||
ThickenPatch | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Patch transpose matrix</td> | |||
<td>Same as invert ?? | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+Shift+M<br> | ||
Patch>Matrix>transpose | |||
<br> | |||
MatrixTranspose | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Pillars, cylinders, disks, rods, or pipes: (patches, round or square)</td> | |||
</td> | <td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | ||
<td> | |||
<td> | <td> | ||
<p>Patch>cylinder (round)<br> | |||
Patch>More cylinders>square, dense, very dense cylinders<br> | |||
PatchCylinder<br> | |||
PatchDenseCylinder<br> | |||
PatchSquareCylinder<br> | |||
PatchVeryDenseCylinder | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Pillar (round)-shaped Brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | ||
</td> | </td> | ||
<td> | <td> | ||
Brush>prism<br> | |||
BrushPrism | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Pipes, pillars, cylinders, disks, or rods (patches, round or square)</td> | |||
<td> | <td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | ||
<td> | <td> | ||
<p>Patch>cylinder (round)<br> | |||
Patch>More cylinders>square, dense, very dense cylinders<br> | |||
PatchCylinder<br> | |||
PatchDenseCylinder<br> | |||
PatchSquareCylinder<br> | |||
PatchVeryDenseCylinder | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Plate shape Brush | |||
</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | |||
<td> | |||
Brush>prism<br> | |||
BrushPrism | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Player Start move here</td> | |||
<td>Moves Player Start to cursor</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Pointfile toggle</td> | |||
<td>Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path. (see also Next and Previous leak spot.) | |||
</td> | </td> | ||
<td> | <td> | ||
File>Pointfile<br> | |||
TogglePointfile | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 2,818: | Line 3,388: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Prefab insert | |||
</td> | </td> | ||
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td> | |||
<td> | <td> | ||
<p>File > Load prefab<br> | |||
RMB orthoview context menu<BR> | |||
LoadPrefab | |||
</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
< | Prefab save selected</td> | ||
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td> | |||
<td> | |||
File > Save selected as prefab<br> | |||
SaveSelectedAsPrefab | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Preferences | |||
</td> | </td> | ||
<td> | <td>Set Dark Radiant preferences. For display colours see Colours. | ||
</td> | </td> | ||
<td> | <td> | ||
< | P<br> | ||
Edit>Preferences<br> | |||
Preferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Preview Toggle</td> | |||
</td> | <td>Toggles fuller light rendering in camera view closer to in-game but slower so use as needed and toggle off for better performance in Dark Radiant. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | F3<br> | ||
TogglePreview | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 2,871: | Line 3,437: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Previous Leak Spot | |||
</td> | </td> | ||
<td> | <td>Moves camera to previous point (further from entity) on a line that winds its way around brushes between an entity and a leak to the void. Repeatedly pressing this moves eventually to the leak. (see also Pointfile.) | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+L<br> | |||
View>camera>Previous leak spot<br> | |||
PrevLeakSpot | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Prism brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | ||
</td> | </td> | ||
<td> | <td> | ||
<p>Brush>prism<br> | |||
BrushPrism</p> | |||
<p>[[Image:prismWedge.jpg]] | |||
</p> | |||
<p>[[Image:prismDisk.jpg]] | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 2,897: | Line 3,467: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Project Settings | |||
</td> | </td> | ||
<td>Select Game | |||
settings to specify Doom3 path and mod, eg, darkmod.</td> | |||
<td> | <td> | ||
P>Preferences>Game<br> | |||
< | Edit>Preferences>Game | ||
<br> | |||
File>Select Game | |||
<BR> | |||
ProjectSettings | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Pyramid-shape brush</td> | |||
<td>Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32 | |||
</td> | </td> | ||
<td> | <td> | ||
Brush>Cone<br> | |||
BrushCone | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Recently used maps, open N</td> | |||
<td>Opens most recently used map N where N can be 1 to 11</td> | |||
<td> | <td> | ||
File>1 to 11<br> | |||
MRUOpenN</td> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Receptron and Source (Stim and Response) Editor | |||
</td> | </td> | ||
<td> | <td>Displays Stim/Response editor. Must have single entity selected. | ||
</td> | </td> | ||
<td> | <td> | ||
< | Entity>Stim/Response<br> | ||
StimResponseEditor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Redisperse patch columns or rows | |||
</td> | </td> | ||
<td> | <td>Spreads out the vertices evenly in either columns or rows of a patch. | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Shift+E<BR> | |||
Ctrl+E<br> | |||
Patch>matrix>redisperse> | |||
<br> | |||
RedisperseCols | |||
<br> | |||
RedisperseRows | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
< | <td> | ||
Redo | |||
</td> | </td> | ||
<td>Restores | |||
the state prior to the last Undo</td> | |||
<td> | <td> | ||
Ctrl+Y<br> | |||
Edit>Redo<br> | |||
Redo | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Refresh Models | |||
</td> | </td> | ||
<td> | <td>Reloads all model resources used in map. | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | File>Refresh models<BR> | ||
RefreshReferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Refresh Shaders | |||
</td> | </td> | ||
<td> | <td>Refresh the Texture Browser's list of textures used in current map - removes any unused. | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | T>Texture Browser>Flush & Reload Shaders Button<BR> | ||
RefreshShaders | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Region Off | |||
</td> | </td> | ||
<td> | <td>Clears region filter to show whole map (except other filters and Hide.) | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | View>Region>Switch off<BR> | ||
RegionOff | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Region Save</td> | |||
<td>Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td> | |||
<td> | |||
File>Save region<br> | |||
SaveRegion | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Region Set from Brush | |||
</td> | |||
<td>Hides all map except region defined by temporary selected brush (brush is deleted.) | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | View>Region>Set from brush<BR> | ||
RegionSetBrush | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Region Set from Selection | |||
</td> | </td> | ||
<td> | <td>Hides all map except region defined by current selection. | ||
</td> | </td> | ||
<td> | <td> | ||
Shift+ | Ctrl+Shift+R<br> | ||
View>Region>Set from selection<br> | |||
RegionSetSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Region Set from XY TOP orthoview</td> | |||
<td>Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides. | |||
</td> | </td> | ||
<td> | <td> | ||
View>Region>Set <BR> | |||
RegionSetXY | |||
View | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Reload Models | ||
</td> | </td> | ||
<td> | <td>Reloads all model resources used in map. | ||
</td> | </td> | ||
<td> | <td> | ||
< | File>Refresh models<br> | ||
RefreshReferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Remove Selected | ||
</td> | |||
<td>Deletes selected items | |||
</td> | </td> | ||
<td> | <td> | ||
BackSpace<br> | |||
Edit>Delete<br> | |||
DeleteSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Render Preview | |||
</td> | Toggle</td> | ||
<td> | <td>Toggles fuller light rendering in camera view closer to in-game but slower so use as needed and toggle off for better performance in Dark Radiant. | ||
</td> | </td> | ||
<td> | <td> | ||
< | F3<br> | ||
TogglePreview | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Reparent selected primitives</td> | |||
</td> | |||
<td> | <td> | ||
Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Edit>Reparent primitives<BR> | ||
ParentSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Replace Textures | |||
</td> | </td> | ||
<td> | <td> | ||
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. | |||
</td> | </td> | ||
<td> | <td> | ||
FindReplaceTextures | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Resize and Rotate Dialog | |||
</td> | </td> | ||
<td> | <td>Displays dialog to rotate and scale (resize) in steps. To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]] | ||
</td> | </td> | ||
<td> | <td> | ||
Modify>Rotate and scale<br> | |||
TransformDialog | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Resize Model | |||
</td> | </td> | ||
<td> | <td> | ||
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]] | |||
</td> | </td> | ||
<td> | <td> | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Resize & Move Selection Mode</td> | |||
<td> | |||
<p>'''Mode:'''<br> | |||
Move & Resize Mode cancels, & is cancelled by, Clipper, Rotate & Translate Modes.<br> | |||
<br> | |||
'''Move:'''<br> | |||
Drag LMB ''within'' selected to move. (may need touch collision model outline) See also other move, nudge, and mouse translate options.<br> | |||
<br> | |||
'''Resize:'''<br> | |||
Drag LMB ''outside'' of selected brush or patch to/ from face to resize it. Compare also 'Drag Faces'. For models, see [[Rescaling, Resizing, Models in Dark Radiant]] | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
Key: Q<br> | |||
LeftBbar: [[Image:DRdragResize.jpg]]<br> | |||
< | MouseDrag<br> | ||
< | <br> | ||
'''Useage:'''<br> | |||
LMB-drag | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Stim | Response and Stim Editor | ||
</td> | </td> | ||
<td> | <td>Displays Stim/Response editor. Must have single entity selected. | ||
</td> | </td> | ||
<td> | <td> | ||
< | Entity>Stim/Response<br> | ||
StimResponseEditor | StimResponseEditor | ||
</td> | </td> | ||
Line 3,167: | Line 3,749: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Restore camera Position N</td> | |||
</td> | <td>changes camera position to that saved previously with Save position N. | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
< | Alt+N (N=0 to 9)<br> | ||
LoadPositionN</td> | |||
</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Reverse patch, invert surface or curve</td> | |||
</td> | <td>A patch is one visible textured face even if curved around. This control reverses that face | ||
to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.</td> | |||
<td> | <td> | ||
Ctrl+I<br> | |||
Patch>Matrix>invert<br> | |||
InvertCurve | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Reverse Selected</td> | |||
<td>Clears selected | |||
and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td> | |||
<td> | <td> | ||
I<br> | |||
Edt>Invert selection<br> | |||
InvertSelection | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<tr valign=" | |||
<td> | <td> | ||
Revert To Worldspawn | |||
</td> | </td> | ||
<td> | <td>Reverts primitives group entity back to worldspawn | ||
</td> | </td> | ||
<td> | <td> | ||
< | Shift+G<br> | ||
Entity>revert group to worldspawn<br> | |||
RMB orthoview menu>revert to worldspawn<BR> | |||
RevertToWorldspawn | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rods, pipes, pillars, disks, or cylinders (patches, round or square)</td> | |||
<td>Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.</td> | |||
<td> | |||
</td> | |||
<td> | <td> | ||
<p>Patch>cylinder (round)<br> | |||
Patch>More cylinders>square, dense, very dense cylinders<br> | |||
PatchCylinder<br> | |||
PatchDenseCylinder<br> | |||
PatchSquareCylinder<br> | |||
PatchVeryDenseCylinder | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rod-shaped Brush | |||
</td> | </td> | ||
<td> | <td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | ||
</td> | </td> | ||
<td> | <td> | ||
Brush>prism<br> | |||
BrushPrism | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Room brushes (CSG)</td> | |||
<td>Replaces a selected brush with multiple brushes | |||
<td> | to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) | ||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRroom.jpg]]<br> | |||
CSGRoom | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Rotate func* entity around origin</td> | |||
<td>? ?</td> | |||
<td>TopBbar: [[Image:DRrotFunc.jpg]]</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotate Mode</td> | |||
<td> | |||
<p>'''Mode:'''<br> | |||
Rotate | |||
Mode cancels, & is cancelled by, Move & Resize and Translate Modes. Works on selected: single models or brushes/patches or on multiple selected brushes/patches which will rotate around a common centre.<br> | |||
<br> | |||
'''Rotate:'''<br> | |||
LMB-drag ''within'' circle | |||
to freely rotate in all planes. Caution: brushes/patches may distort badly when snapping to grid during rotation.<br> | |||
<br> | |||
LMB-drag ''outside'' of circle to rotate only in the plane of the axis of view.</p> | |||
<p>Compare also Rotate & Scale Dialog | |||
</p> | |||
</td> | </td> | ||
<td> | <td> | ||
<p>'''Mode:'''<br> | |||
Key: R<br> | |||
LeftBbar: [[Image:DRrotate.jpg]]<br> | |||
MouseRotate | |||
< | <br> | ||
<br> | <br> | ||
'''Useage:'''<br> | |||
LMB-drag | |||
</p> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotate and Resize Dialog | |||
</td> | </td> | ||
<td> | <td>Displays dialog to rotate and scale (resize) in steps. To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]] | ||
</td> | </td> | ||
<td> | <td> | ||
Modify>Rotate and scale<br> | |||
TransformDialog | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotate Selection X | |||
</td> | </td> | ||
<td> | <td>Rotates the selection clockwise 90° round the X axis | ||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRxRotate.jpg]]<br> | |||
Modify>Rotate>Rotate X<BR> | |||
</td> | RotateSelectionX</td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotate Selection Y | |||
</td> | </td> | ||
<td> | <td>Rotates the selection clockwise 90° round the Y axis | ||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRyRotate.jpg]]<br> | |||
Modify>Rotate>Rotate Y<br> | |||
RotateSelectionY | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotate Selection Z | |||
</td> | </td> | ||
<td> | <td>Rotates the selection clockwise 90° round the Z axis | ||
</td> | </td> | ||
<td> | <td> | ||
LeftBbar: [[Image:DRzRotate.jpg]]<br> | |||
Modify>Rotate>Rotate Z<br> | |||
</td> | RotateSelectionZ</td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Rotation, Free Model Toggle</td> | |||
</td> | <td>??</td> | ||
<td> | <td> | ||
TopBbar: [[Image:DRfreeModRot.jpg]]<br> | |||
Modify>Free Model Rotation<br> | |||
ToggleFreeModelRotation | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> Rotation Pivot Toggle</td> | |||
<td>?? | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+ | Ctrl+R<br> | ||
ToggleRotationPivot | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Round Brush</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | </td> | ||
<td> | <td> | ||
Brush>prism<br> | |||
BrushPrism | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Save camera position N</td> | |||
<td>Stores camera position. (restore with Load Position N.) | |||
</td> | </td> | ||
<td> | |||
Ctrl+Alt+N (N=0 to 9)<br> | |||
SavePositionN</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Save Map | |||
</td> | </td> | ||
<td> | <td>Save current map as map file. | ||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+S<br> | |||
TopBbar: [[Image:DRsaveBut.jpg]]<br> | |||
File>Save<br> | |||
SaveMap | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Save Map As | |||
</td> | </td> | ||
<td> | <td>Save current map with new name. | ||
</td> | </td> | ||
<td> | <td> | ||
File>Save as<BR> | |||
SaveMapAs | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Save Position N of camera</td> | |||
<td>Stores camera position. (restore with Load Position N.) | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+Alt+N (N=0 to 9)<br> | |||
SavePositionN</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Save Region | |||
</td> | </td> | ||
<td>Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td> | |||
<td> | <td> | ||
File>Save region<BR> | |||
SaveRegion | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Save Selected | |||
</td> | </td> | ||
<td> | <td>Saves the current selected items as a map file. | ||
</td> | </td> | ||
<td> | <td> | ||
File>Save Selected<BR> | |||
SaveSelected | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Save selected as prefab</td> | |||
</td> | <td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td> | ||
<td> | <td> | ||
File > Save selected as prefab<br> | |||
SaveSelectedAsPrefab | |||
< | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Scroll, pan, XYZ Orthoview</td> | |||
<td>Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster.</td> | |||
<td>RMB+drag</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Select Add/ Subtract multi</td> | |||
<td>Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview.</td> | |||
<td>Shift+LMB</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Select Add/ Subtract multi Faces</td> | |||
<td>Adds or subtracts (select/ deselect) faces to/ from any already selected in camera view.</td> | |||
<td>Shift+Ctrl+LMB</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select All Of Type | |||
</td> | </td> | ||
<td> | <td>"Select All of Type" expands the selection to all items of the same type as the current selection. The exact action depends on what exactly is selected. | ||
* For selected entities: all entities of the same classname are selected. | |||
* For primitives: the selection is expanded to all items that have the shader that is currently selected in the texture browser. | |||
* For faces: the selection is expanded to all faces that have the shader that is currently selected in the texture browser. | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Shift+A<BR> | ||
SelectAllOfType | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select all siblings of child.</td> | |||
</td> | <td>Selects all primitive children of an entity if one child is selected. | ||
Works also with Worldspawn entity.</td> | |||
<td> | <td> | ||
Ctrl+Alt+E<br> | |||
< | Edit>Expand selection to whole entities<br> | ||
< | ExpandSelectionToEntities | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select children | |||
</td> | </td> | ||
<td> | <td>Deselects entities of selection so only child primitives remain selected. | ||
</td> | </td> | ||
<td> | <td> | ||
Edit>Select children<BR> | |||
SelectChildren | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Complete Tall</td> | |||
</td> | <td>Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td> | ||
<td> | <td> | ||
TopBbar: [[Image:DRscTallBut.jpg]]<br> | |||
Edit>Select Complete Tall<BR> | |||
SelectCompleteTall | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Select Cycle Face Selection</td> | |||
<td>Cycle Face Selection in camera view ??</td> | |||
<td>Ctrl+Shift+Alt+MMB</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Select Edges</td> | |||
<td>Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.</td> | |||
<td> | <td> | ||
E<br> | |||
TopBbar: [[Image:DRsEdges.jpg]]<br> | |||
Modify>Components>Edges<br> | |||
DragEdges | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td>Select Entities mode</td> | ||
<td>When mode set then only entities can be selected and primitives, non-enitity primitives and patches, cannot be selected.</td> | |||
<td>TopBbar: [[Image:DRsEntities.jpg]]</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Select exclusive & cycle below cursor</td> | |||
<td>Select one item exclusively; any previous selections are deselected. Use Esc to deselect all. Cycles front to back all items below cursor, camera or orthoview, selecting one at a time, deselecting rest.</td> | |||
<td>Shift+Alt+LMB<br> | |||
Esc to deselect all | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Select Faces</td> | |||
<td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. | |||
</td> | </td> | ||
<td> | <td> | ||
< | F<br> | ||
TopBbar: [[Image:DRsFaces.jpg]] | |||
<br> | |||
Modify>Components>Faces<br> | |||
DragFaces | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Game</td> | |||
</td> | <td>Select Game | ||
settings to specify Doom3 path and mod, eg, darkmod.</td> | |||
<td> | <td> | ||
P>Preferences>Game<br> | |||
< | Edit>Preferences>Game | ||
<br> | |||
File>Select Game | |||
<br> | |||
ProjectSettings | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Inside | |||
</td> | </td> | ||
<td> | <td>Selects all fully within the volume of temporary selected brush; brush is deleted. | ||
</td> | </td> | ||
<td> | <td> | ||
< | TopBbar: [[Image:DRsInside.jpg]]<br> | ||
Edit>Select inside<br> | |||
SelectInside | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Select Partial Tall</td> | |||
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle in camera or orthoview.</td> | |||
<td>Shift LMB drag</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Tall, Complete | |||
</td> | </td> | ||
<td>Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td> | |||
<td> | <td> | ||
TopBbar: [[Image:DRscTallBut.jpg]]<br> | |||
Edit>Select Complete Tall<br> | |||
< | SelectCompleteTall | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | |||
<td>Select Tall, Partial</td> | |||
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle.</td> | |||
<td>Shift LMB drag</td> | |||
</tr> | |||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Touching | |||
</td> | </td> | ||
<td> | <td>Selects all touching the volume of temporary selected brush; brush is deleted. | ||
</td> | </td> | ||
<td> | <td> | ||
TopBbar: [[Image:DRsTouch.jpg]]<br> | |||
Edit>Select touching<br> | |||
SelectTouching | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Select Vertices | |||
</td> | </td> | ||
<td> | <td> | ||
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. | |||
</td> | </td> | ||
<td> | <td> | ||
TopBbar: [[Image:DRsVertices.jpg]]<br> | |||
V<BR> | |||
</td> | Modify>Components>Vertices<BR> | ||
DragVertices</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Set grid size N</td> | |||
<td>Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256</td> | |||
<td>keys: 1(1) to 9(256)<br> | |||
Grid>GridN<br> | |||
SetGridN</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Settings (Preferences)</td> | |||
<td>Set Dark Radiant preferences. For display colours see Colours. | |||
</td> | </td> | ||
<td> | <td> | ||
P<br> | |||
Edit>Preferences<br> | |||
Preferences | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Shortcut keys Command List | |||
</td> | </td> | ||
<td>Shows list of commands and user-set shortcut keys assigned to them.</td> | |||
<td> | <td> | ||
Help>Shortcuts List<br> | |||
ShowCommandList | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Angles | |||
</td> | </td> | ||
<td> | <td>Show angles ?? | ||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Angles (also in Preferences>Orthoview)<BR> | |||
ShowAngles | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Axes | |||
</td> | </td> | ||
<td> | <td>Show Axes ?? | ||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Axes (also in Preferences>Orthoview)<BR> | |||
ShowAxes | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Blocks | |||
</td> | </td> | ||
<td> | <td>Show blocks in XYZ orthoview | ||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Blocks (also in Preferences>Orthoview)<BR> | |||
ShowBlocks | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Camera | |||
</td> | </td> | ||
<td> | <td>Shows/closes camera view window | ||
</td> | </td> | ||
<td> | <td> | ||
Shift+ | Ctrl+Shift+C<br> | ||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Console | |||
</td> | </td> | ||
<td> | <td>Shows/closes console text info window | ||
</td> | </td> | ||
<td> | <td> | ||
O (letter)<br> | |||
View>Console view<br> | |||
ToggleConsole | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Command List | |||
</td> | </td> | ||
<td>Shows list of commands and user-set shortcut keys assigned to them.</td> | |||
<td> | <td> | ||
Help>Shortcuts List<BR> | |||
ShowCommandList | |||
<BR> | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Coordinates | |||
</td> | </td> | ||
<td> | <td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. | ||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show Coordinates<BR> | |||
ShowCoordinates | |||
</td> | </td> | ||
</tr> | </tr> | ||
Line 3,634: | Line 4,334: | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Crosshairs | |||
</td> | </td> | ||
<td> | <td> | ||
Toggle Crosshairs (grid) on and off | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+X<BR> | |||
Edit>Preferences>Orthoview<BR> | |||
ToggleCrosshairs | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show entity Inspector | |||
</td> | </td> | ||
<td> | <td>Shows/closes entity inspector with entity properties | ||
</td> | </td> | ||
<td> | <td> | ||
N<br> | |||
View>Entity inspector<br> | |||
ToggleEntityInspector | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Hidden | |||
</td> | </td> | ||
<td> | <td> | ||
Shows hidden items. Reveals ALL hidden items. (See Hide) | |||
</td> | </td> | ||
<td> | <td> | ||
Shift+H<BR> | |||
View > Hide/Show<BR> | |||
ShowHidden | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show In Use | |||
</td> | </td> | ||
<td> | <td>?? | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | |||
ShowInUse | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Lights Radii | |||
</td> | </td> | ||
<td>Shows/hides the area covered by every light.</td> | |||
<td> | <td> | ||
Ctrl+Alt+Shift+F<br> | |||
TopBbar: [[Image:DRshowLights.jpg]] | |||
<br> | |||
Ctrl+Alt+Shift+F< | ToggleShowAllLightRadii | ||
ToggleShowAllLightRadii | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Names | |||
</td> | </td> | ||
<td> | <td>Shows entity names in XYZ orthoview | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | View>Show>Show Names (also in Preferences>Orthoview)<BR> | ||
ShowNames | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show texture browser | |||
</td> | </td> | ||
<td> | <td>Shows/closes texture browser window | ||
</td> | </td> | ||
<td> | <td> | ||
T<br> | |||
View>Texture browser<br> | |||
ViewTextures | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Window Outline | |||
</td> | </td> | ||
<td> | <td>Shows Window Outline | ||
?? | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | View>Show>Show Window Outline<BR> | ||
ShowWindowOutline | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Show Workzone | |||
</td> | </td> | ||
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td> | |||
<td> | <td> | ||
View>Show>Show Workzone (also in Preferences>Orthoview)<BR> | |||
ShowWorkzone | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Sides of Brush, change number | |||
</td> | </td> | ||
<td> | <td> | ||
Convert selected brush to be N-sided | |||
</td> | </td> | ||
<td> | <td> | ||
Ctrl+N<BR> | |||
Ctrl+ | Brush[N]Sided | ||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Simple Patch Mesh | |||
</td> | </td> | ||
<td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. | |||
If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td> | |||
<td> | <td> | ||
Shift+P<br> | |||
Patch>Simple patch mesh | |||
<BR> | <BR> | ||
SimplePatchMesh | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Size Info and coordinates of Selected Toggle</td> | |||
</td> | <td>Shows size info and coordinates of selected in XYZ orthoview | ||
<td> | |||
</td> | </td> | ||
<td> | <td> | ||
View>Show>Show size info<br> | |||
(also in Preferences>Orthoview) | |||
<br> | |||
ToggleShowSizeInfo | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Name Toggle</td> | |||
<td>Shows/hides all entity names in XYZ orthoview | |||
</td> | </td> | ||
<td> | <td> | ||
ShowNames<br> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Slice brush</td> | |||
<td>See Clipper Mode</td> | |||
<td> </td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Snap To Grid | |||
</td> | </td> | ||
<td> | <td>Snaps selected to grid. | ||
</td> | </td> | ||
<td> | <td> | ||
<p>Ctrl+G<br> | |||
LeftBbar: [[Image:DRsnapGrid.jpg]]<br> | |||
Grid>snap selected to grid | |||
<BR> | <BR> | ||
SnapToGrid | |||
</p> | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Sound (speaker), create</td> | |||
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Source and Receptron (Stim and Response) Editor | |||
</td> | |||
<td>Displays Stim/Response editor. Must have single entity selected. | |||
</td> | |||
<td> | |||
Entity>Stim/Response<br> | |||
StimResponseEditor | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Speaker, create</td> | |||
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td> | |||
<td>RMB orthoview context menu</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Sphere-shaped brush | |||
</td> | |||
<td>Converts selected brush to sphere shape | |||
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) | |||
</td> | </td> | ||
<td> | <td> | ||
< | Brush>sphere<br> | ||
BrushSphere | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td>Split Selected Clip</td> | |||
<td>As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them.</td> | |||
<td> | <td> | ||
Shift+Return<br> | |||
Brush>Clipper>Clip Selection<br> | |||
SplitSelected | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Stim and Response Editor | |||
</td> | |||
<td>Displays Stim/Response editor. Must have single entity selected. | |||
</td> | </td> | ||
<td> | <td> | ||
Entity>Stim/Response<BR> | |||
StimResponseEditor | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Stitch Patch Texture | |||
</td> | |||
<td>This command tries to make the texture transition of two selected patches seamless. | |||
</td> | |||
<td> | |||
<BR> | |||
StitchPatchTexture | |||
</td> | </td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | <td> | ||
Store Position N of camera</td> | |||
<td>Stores camera position. (restore with Load Position N.) | |||
</td> | </td> | ||
<td> | <td> | ||
<BR> | Ctrl+Alt+N (N=0 to 9)<br> | ||
ViewTop | SavePositionN</td> | ||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Subtract brushes (CSG) | |||
</td> | |||
<td> | |||
<p>Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.</p> | |||
</td> | |||
<td> | |||
Shift+U<br> | |||
LeftBbar: [[Image:DRcsgSub.jpg]] | |||
<br> | |||
CSGSubtract</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Surface Inspector of texture properties</td> | |||
<td>Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. | |||
</td> | |||
<td> | |||
S<br> | |||
View>Surface inspector<br> | |||
SurfaceInspector | |||
</td> | |||
</tr> | |||
</table> | |||
===T to Z=== | |||
<table | |||
cellpadding="2" | |||
border="1" | |||
align="center" | |||
width="100%"> | |||
<tr valign="bottom" align="center"> | |||
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td> | |||
</tr> | |||
<tr valign="bottom" align="center"> | |||
<td> | |||
<B>CONTROL</B> | |||
</td> | |||
<td> | |||
<B>DESCRIPTION</B> | |||
</td> | |||
<td> | |||
<B>DEFAULT KEY<BR> | |||
TOOLBAR<BR> | |||
MENU ROUTE<BR> | |||
SHORTCUT NAME</B> | |||
</td> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Browser (chosen textures)</td> | |||
<td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.) | |||
</td> | |||
<td> | |||
T<br> | |||
View>Texture browser<br> | |||
ViewTextures | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Media browser (all textures) </td> | |||
<td>Browse all available textures (see also texture browser for previously chosen.)</td> | |||
<td> | |||
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture copy</td> | |||
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard. | |||
</td> | |||
<td> | |||
Edit>Copy shader<br> | |||
CopyShader | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Find and Replace | |||
</td> | |||
<td> | |||
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. | |||
</td> | |||
<td> | |||
FindReplaceTextures | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Lock | |||
</td> | |||
<td>Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved.</td> | |||
<td> | |||
Shift+T or S>Surface Inspector<br> | |||
TopBbar: [[Image:DRtexLock.jpg]]<br> | |||
Brush>Texture lock | |||
<br> | |||
TogTexLock | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture paste</td> | |||
<td>Pastes texture from Dark Radiant's shader clipboard to selected items. | |||
</td> | |||
<td> | |||
Edit>Paste shader<br> | |||
PasteShader | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Paste Natural | |||
</td> | |||
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details. | |||
</td> | |||
<td> | |||
Shift+Middle mouse button<br> | |||
PasteShaderNatural | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture properties Surface Inspector</td> | |||
<td>Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. | |||
</td> | |||
<td> | |||
S<br> | |||
View>Surface inspector<br> | |||
SurfaceInspector | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Rotate</td> | |||
<td>Rotates the selected texture clockwise or counter-clockwise in the steps set for rotation in Surface Inspector | |||
</td> | |||
<td> | |||
Shift+Page_Down<BR> | |||
TexRotateClock<br> | |||
<br> | |||
Alt+Page_Up<br> | |||
TexRotateCounter | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Scale</td> | |||
<td> Scales the selected texture in the steps set for scale in Surface Inspector. | |||
</td> | |||
<td> | |||
Ctrl+Up/Down/Left/Right<br> | |||
TexScaleUp<br> | |||
TexScaleDown<br> | |||
TexScaleLeft<br> | |||
TexScaleRight | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Shift (alignment scroll) | |||
</td> | |||
<td>Shifts (scrolls) the selected texture in the steps set for scale in Surface Inspector. | |||
</td> | |||
<td> | |||
Shift+Up/Down/Left/Right<br> | |||
TexShiftUp<br> | |||
TexShiftDown<br> | |||
TexShiftLeft<br> | |||
TexShiftRight | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool | |||
</td> | |||
<td>Toggle show/hide Texture Tool, an enhanced texture alignment tool (see [[Texture Tool]]) | |||
</td> | |||
<td> | |||
Ctrl+Alt+T<br> | |||
View>Texture Tool<br> | |||
TextureTool | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Flip S | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
<br> | |||
TexToolFlipS | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Flip T | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
<br> | |||
TexToolFlipT | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Grid Down | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
Shift+minus<BR> | |||
TexToolGridDown | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Grid Up | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
Shift+plus<BR> | |||
TexToolGridUp | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Merge Items | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
Alt+M<BR> | |||
TexToolMergeItems | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Select Related | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
<BR> | |||
TexToolSelectRelated | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Snap To Grid | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
Ctrl+Shift+G<BR> | |||
TexToolSnapToGrid | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Tool Toggle Grid | |||
</td> | |||
<td>see [[Texture Tool]] | |||
</td> | |||
<td> | |||
<BR> | |||
TexToolToggleGrid | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Texture Natural | |||
</td> | |||
<td>Sets selected texture to default: 0 shift & rotation & scale 0.25(varies??) | |||
</td> | |||
<td> | |||
Ctrl+N<BR> | |||
TextureNatural | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Thicken Patch | |||
</td> | |||
<td>Used on elected patch(es), 'Thicken' creates several patch walls to form a shell to simulate thick multi-surfaced patches.</td> | |||
<td> | |||
Ctrl+T<br> | |||
Patch>Thicken selected patches<BR> | |||
ThickenPatch | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Transform Dialog | |||
</td> | |||
<td>Displays dialog to rotate and scale in steps. | |||
</td> | |||
<td> | |||
Modify>Rotate and scale<BR> | |||
TransformDialog | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Translate (Move, Drag) in one plane (Mode)</td> | |||
<td>'''Mode:'''<br> | |||
Move (Translate) Mode cancels, & is cancelled by, Clipper, Rotate, Move & Resize Modes.<br><br> | |||
'''Useage:'''<br> | |||
In camera or orthoview, LMB any side of selection and origin pointer for that plane turns yellow. Then either side or within selection in that plane, LMB will drag only in that plane preventing sideslip. Compare also alternative 'Nudge', and 'Move (drag) selection in one plane' which are not locked modes. | |||
</td> | |||
<td> | |||
W<br> | |||
LeftBbar: [[Image:DRtranslate.jpg]] | |||
<br> | |||
MouseTranslate | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Transpose, patch matrix</td> | |||
<td>Same as invert ?? | |||
</td> | |||
<td> | |||
Ctrl+Shift+M<br> | |||
Patch>Matrix>transpose | |||
<br> | |||
MatrixTranspose | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Triangular Brush | |||
</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | |||
<td> | |||
Brush>prism<br> | |||
BrushPrism | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Undo | |||
</td> | |||
<td>Undo the last actual change (does not undo selections.) Number of undo's set in Preferences. | |||
</td> | |||
<td> | |||
Ctrl+Z<br> | |||
Edit>Undo<br> | |||
Undo | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Ungroup Selection | |||
</td> | |||
<td>?? | |||
</td> | |||
<td> | |||
<BR> | |||
UngroupSelection | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Unselect Selected | |||
</td> | |||
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. | |||
</td> | |||
<td> | |||
Esc<br> | |||
Edit>Clear Selection<br> | |||
UnSelectSelection | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Up Floor | |||
</td> | |||
<td>Moves camera up to next horizontal brush surface | |||
</td> | |||
<td> | |||
Page_Up<br> | |||
View>camera>up floor<br> | |||
UpFloor | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Vertices Drag Toggle | |||
</td> | |||
<td> | |||
Toggles Drag Vertices mode. Enables vertices of brushes and patches to be moved individually to reshape brush, and origins of torches, etc. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. | |||
</td> | |||
<td> | |||
V<BR> | |||
Top Toolbar<BR> | |||
Modify>Components> Vertices<BR> | |||
DragVertices | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Camera | |||
</td> | |||
<td>Shows/closes camera view window | |||
</td> | |||
<td> | |||
Ctrl+Shift+C<br> | |||
View>Camera view<br> | |||
ToggleCamera | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Console | |||
</td> | |||
<td>Shows/closes console text info window | |||
</td> | |||
<td> | |||
O (letter)<br> | |||
View>Console view<br> | |||
ToggleConsole | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Entity Inspector | |||
</td> | |||
<td>Shows/closes entity inspector with entity properties | |||
</td> | |||
<td> | |||
N<br> | |||
View>Entity inspector<br> | |||
ToggleEntityInspector | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Entity List | |||
</td> | |||
<td>Toggles show/hide list of all entities in the map. Can select. | |||
</td> | |||
<td> | |||
L<br> | |||
View>entity list<br> | |||
EntityList | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Front | |||
</td> | |||
<td> | |||
</td> | |||
<td><BR> | |||
ViewFront | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Side | |||
</td> | |||
<td> | |||
</td> | |||
<td><BR> | |||
ViewSide | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View texture (chosen) browser | |||
</td> | |||
<td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.) | |||
</td> | |||
<td> | |||
T<br> | |||
View>Texture browser<BR> | |||
ViewTextures | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Texture (all) Media browser</td> | |||
<td>Browse all available textures (see also texture browser for previously chosen.)</td> | |||
<td> | |||
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>View Texture Tool | |||
</td> | |||
<td>Toggle show/hide texture tool. | |||
</td> | |||
<td> | |||
Ctrl+Alt+T<br> | |||
View>Texture Tool<br> | |||
TextureTool | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
View Top | |||
</td> | |||
<td> | |||
??</td> | |||
<td><BR> | |||
ViewTop</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>Wallpaper Background Image</td> | |||
<td>Sets background image as wallpaper in XYZ orthoview</td> | |||
<td>View>background image</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Wedge brush (prism)</td> | |||
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) | |||
</td> | |||
<td> | |||
<p>Brush>prism<br> | |||
BrushPrism</p> | |||
<p>[[Image:prismWedge.jpg]] | |||
</p> | |||
<p>[[Image:prismDisk.jpg]] | |||
</p> | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Workzone gridlines show</td> | |||
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td> | |||
<td> | |||
View>Show>Show Workzone (also in Preferences>Orthoview)<br> | |||
ShowWorkzone | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
Worldspawn, revert to | |||
</td> | |||
<td>Reverts primitives group entity back to worldspawn | |||
</td> | |||
<td> | |||
Shift+G<br> | |||
Entity>revert group to worldspawn<br> | |||
RMB orthoview menu>revert to worldspawn<br> | |||
RevertToWorldspawn | |||
</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td>XYZ Orthoview scroll, pan</td> | |||
<td>Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster.</td> | |||
<td>RMB+drag</td> | |||
</tr> | |||
<tr valign="top" align="left"> | |||
<td> | |||
XYZ Orthoview window creation</td> | |||
<td>Creates new XYZ Orthoview window</td> | |||
<td> | |||
Ctrl+Alt+N<br> | |||
View>New XY view<br> | |||
NewOrthoView | |||
</td> | </td> | ||
</tr> | </tr> | ||
<tr valign="top" align="left"> | <tr valign="top" align="left"> | ||
<td> | <td> | ||
Zoom | Zoom 100% | ||
</td> | </td> | ||
<td> | <td>Set normal 100% zoom in XYZ orthoviews. | ||
</td> | </td> | ||
<td> | <td> | ||
<BR> | View>Orthoview>Zoom 100%<BR> | ||
Zoom100 | Zoom100 | ||
</td> | </td> | ||
Line 3,865: | Line 5,228: | ||
Zoom In | Zoom In | ||
</td> | </td> | ||
<td> | <td>Zooms in on all XYZ orthoviews | ||
</td> | </td> | ||
<td> | <td> | ||
Delete<BR> | View>Orthoview>Zoom in<br> | ||
Delete or mouse wheel | |||
or Shift+RMB+drag forward<BR> | |||
ZoomIn | ZoomIn | ||
</td> | </td> | ||
Line 3,877: | Line 5,241: | ||
Zoom Out | Zoom Out | ||
</td> | </td> | ||
<td> | <td>Zooms out on all XYZ orthoviews | ||
</td> | </td> | ||
<td> | <td> | ||
Insert<BR> | View>Orthoview>Zoom out<br> | ||
Insert or mouse wheel | |||
or Shift+RMB+drag backward<BR> | |||
ZoomOut | ZoomOut | ||
</td> | </td> | ||
Line 3,889: | Line 5,255: | ||
== How to Edit or Add to the Table of Controls == | == How to Edit or Add to the Table of Controls == | ||
Instruction on how to edit this table can be found on the [[Talk:Dark_Radiant_Controls%2C_Keys_%26_Mouse|Discussion page]]. | |||
[ | |||
{{darkradiant|sort=Controls}} |
Latest revision as of 15:12, 19 May 2020
written by Fidcal
Introduction
NOTE: For the most up-to-date quick information, from within Dark Radiant, access the Help/User Guide.
This is a complete reference list by description of all Dark Radiant controls whether by buttons, menus, or keys. In addition any other material relating to the Dark Radiant controls may be included or linked to.
Changing Shortcut Keys
Shortcut keys shown are defaults and you can change them to your preference in Dark Radiant's Edit -> Keyboard Shortcuts where they are listed in alphabetical order by shortcut name (command) shown in the table below. The shortcut keys list itself gives a guide to what features are available from the keys but they are not all obvious. As well as assigning and removing shortcut keys there in that dialog you can also examine, copy, backup, make alternatives, even edit (with caution), the file in which they are stored (in XP and earlier) at
<drive>:\Documents and Settings\<user>\Application Data\DarkRadiant\input.xml
In Windows Vista they are accessed at:
<drive>:\Users\<user>\AppData\Roaming\DarkRadiant\input.xml
Guide
The Controls table is in alphabetical order by keyword in the leftmost column so scroll down or use your web browser's page search (usually CTRL+F) to find what you want. Many entries are in more than once to assist in this so 'Texture Lock' is under both 'Texture Lock' and 'Lock Texture'.
- LMB , RMB = Left, Right mouse buttons
- MMB = Middle mouse wheel or button press
- MMW is middle mouse wheel (rotation)
- LeftBbar = Dark Radiant's left button bar
- TopBbar = Dark Radiant's top button bar
- Orthoview = Dark Radiant's 2D views: top, side, front.
Searching Tree structures in Media Browser, Entity List, etc
- Point to Textures (or any tree)
- Shift + Right key to fully open the tree
- Type the key letters of what you want to find
- Up/down arrows to go to next/previous occurrence.
- Esc to get out of input field
Avoid F3 because that is likely to switch to render mode which might crash some systems.
Complete Table of All Dark Radiant Controls
Note that controls for sub-sections of Dark Radiant such as the Media Browser may be listed separately.
A to F
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Add brush to existing entity (reparent) |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; you cannot reparent from one entity to another but in that case must first 'revert to worldspawn' in the right click grid view menu |
Edit>reparent primitives |
Alignment Workzone show |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences> Orthoview) |
Ambient sound (speaker) create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Angles show | Show angles ?? |
View>Show>Show Angles |
Append to patch | Append either two rows or two columns at either beginning or end of a patch.
|
Patch>append |
Axes show | Show Axes ?? |
View>Show>Show Axes |
Background Image | Sets background image as wallpaper in XYZ orthoview | View>background image |
Ball-shaped brush |
Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Bevel Patch | Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch. | |
Blocks show |
Show blocks in XYZ orthoview |
View>Show>Show Blocks |
Brightness of lights |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
L |
Brush, change number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
Brush Cone |
Converts selected brush to cone shape
of N side faces where N can be 3, 4 (pyramids) to 32 For a curved, bullet-shaped cone see Patch cone. |
Brush>Cone |
Brush create | Create new brush (must have nothing selected) | LMB+Drag in orthoview |
Brush Export as CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Brush Export as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Brushes Hollow (CSG) |
Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. | |
Brushes Merge (CSG) | Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |
Brush prism | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Brush room (CSG) | Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) | |
Brush Sphere |
Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Brushes subtract (CSG) |
Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed. |
CSGSubtract |
Camera | Shows/closes camera view window |
View>Camera view |
Camera Angle Down |
Tilts camera view down. See also Camera Free Move as alternative. |
Z |
Camera Angle Up |
Tilts camera view up. See also Camera Free Move as alternative. |
A |
Camera Back |
Pulls camera view back. See also Camera Free Move as alternative. |
Down |
Camera center (level) view |
levels camera view to horizontal. See also Camera Free Move as alternative. |
End |
Camera Copy Shader, Texture |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
key:unassigned |
Camera Down |
Lowers camera view vertically. See also Camera Free Move as alternative. |
C |
Camera Down Floor | Moves camera down to next horizontal brush surface |
Page_down |
Camera Forward |
Move camera view forward. See also Camera Free Move as alternative. |
Up |
Camera Free Mouse Mode set and Moves | In camera view, RMB either toggles (locks/ unlocks) free move mode or else holds it till RMB released (depends on Preference> camera> Freelook mode can be toggled settings) With it UNchecked you must additionally keep RMB pressed during 'Free moves.' |
RMB(lock or hold) then mouse: See also individual controls below assignable to keys |
Camera Free Move Back |
Move camera view back |
Key: Down |
Camera Free Move Down |
Move camera view down |
Key: unassigned |
Camera Free Move Forward |
Move camera view forward |
Key: Up |
Camera Free Move Left |
Move camera view left |
Key: Left |
Camera Free Move Right |
Move camera view right |
Key: Right |
Camera Free Move Up |
Move camera view up |
Key: unassigned |
Camera Hide | Shows/closes camera view window |
View>Camera view |
Camera Left | Move camera left | Left CameraLeft |
Camera move Here in XYZ orthoview | In orthoview, moves the camera to the point clicked. | Ctrl+MMB |
Camera point this way | In orthoview, points the camera to the point clicked. | MMB |
Camera Paste Texture | Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Camera Paste Texture All Surfaces of brush |
Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. |
Key:unassigned |
Camera Paste Texture Coordinates | Paste Texture Coordinates (only applies to Patch-to-Patch paste operations) | Key:unassigned Camera view>Alt+MMB |
Camera Paste Texture Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Camera Position N restore | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Camera Position N save | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Camera Right |
Turn camera right |
Right |
Camera show |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Camera Strafe Left |
Camera move Left |
comma |
Camera Strafe Right |
Camera Move Right |
period |
Camera Turn | Turn in any direction in camera view | RMB+drag |
Camera Up | Move Camera up |
D |
Camera Up Floor | Moves camera up to next horizontal brush surface |
Page_Up UpFloor |
Camera window toggle | Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Cap selected curved patch | Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve. | |
Cap End Patch | Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Center (level) camera view |
levels camera view to horizontal. |
End CenterView |
Center X Y View |
Centres selection in current orthoview else centres camera if no selection |
Ctrl+Alt+Tab |
Center X Y Views |
Centres selection in all orthoviews else centres camera if no selection
|
Ctrl+Shift+Tab |
Change number of sides of brush |
Convert selected brush to be N-sided |
Ctrl+N |
Circular Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Clear Selected | Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Clipper Mode |
Mode: Useage: |
Mode: |
Clipper Flip Sides | In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clipper Mode) |
Ctrl+Return FlipClip |
Clone Selected |
Makes a duplicate of selected items at same position; selects them; unselects original. |
SPACE CloneSelection |
Close Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Close Console | Shows/closes console text info window |
O ToggleConsole |
Close entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Close texture browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
T ViewTextures |
Colour of lights |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
L |
Colour Preferences | Set your colour preferences for Dark Radiant. (for other preferences see Preferences.) | View>Colours EditColourScheme |
Command List |
Shows list of commands and user-set shortcut keys assigned to them. |
Help>Shortcuts List |
Cone-shaped brush | Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32. For a curved, bullet-shaped cone see Patch cone. |
Brush>Cone |
Cone-shaped patch(curved) | Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark. |
Patch>cone |
Config (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Connect Selection |
Selected entity 1 targets selected entity 2 |
Entity>connect selected entities |
Console show/hide | Shows/closes console text info window |
O ToggleConsole |
Convert brush, number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
Convert (assign) selection to func_static | Assign selection to func_static. | RMB orthoview context menu |
Coordinates of grid show | Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. |
View>Show>Show Coordinates |
Coordinates of items and size info show | Shows size info and coordinates of selected in XYZ orthoview |
View>Show>Show size info |
Copy |
Copies selected with offset from 0,0,0 to the Windows clipboard. If a face is selected then its texture is copied to Dark Radiant's Shader Clipboard |
Ctrl+C Copy |
Copy Shader, Texture |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
key:unassigned |
Create brush | Create new brush (must have nothing selected) | LMB+Drag in orthoview |
Create or assign to Entity | Create or assign to entity. | RMB orthoview context menu |
Create Light | Create Light | RMB orthoview context menu |
Create Model | Create model assigned to func_static. | RMB orthoview context menu |
Crosshairs Toggle |
Toggle Crosshairs (grid) on and off in orthoview |
Shift+X |
CSG Hollow brushes |
Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. | |
CSG Merge brushes |
Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |
CSG Room brushes |
Replaces selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) | |
CSG Subtract brushes |
Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed. |
CSGSubtract |
Cubic Clip Camera mode | Mode in which camera render distance can be controlled. | Shift+F |
Cubic Clip Zoom In |
Reduces render distance in camera view if Cubic Clip Camera view mode is set. |
Ctrl+plus |
Cubic Clip Zoom Out |
Increases render distance in camera view if Cubic Clip Camera view mode is set. |
Ctrl+minus CubicClipZoomOut |
Curve creation | Consider patch bevel, patch end cap, brush prism | |
Curve Append Control Point |
??
see NURBS Curves |
|
Curve Catmull Rom Create | ??
see NURBS Curves |
|
Curve Convert Type |
??
see NURBS Curves |
|
Curve NURBS Create | ??
see NURBS Curves |
|
Curve Insert Control Point |
??
see NURBS Curves |
|
Curve Remove Control Point |
??
see NURBS Curves |
|
Cycle Cap Texture Patch |
?? |
Ctrl+Shift+N |
Cylinders, pipes, pillars, cylinders, or rods: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Delete patch, rows or columns | Delete either two rows or two columns
at either beginning or end of a patch.
|
Patch>delete> |
Delete Selected |
Deletes selected items |
BackSpace DeleteSelection |
Deselect Selected | Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Disks, pipes, pillars, cylinders, or rods: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Disk brush (prism) | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Down Floor | Moves camera down to next horizontal brush surface |
Page_down DownFloor |
Drag edges | Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush. |
E DragEdges |
Drag Entities |
Toggles Drag Entities mode. ?? |
Modify>Components>Entities |
Drag Faces |
Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. |
F DragFaces |
Drag Vertices |
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
DragVertices |
Edges,drag |
Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush. |
E DragEdges |
End Cap Patch | Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Entity create or assign to | Create or assign to entity. | RMB orthoview context menu |
Entity Inspector toggle show/hide |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Entity List |
Toggles show/hide list of all entities in the map. Can select. |
L EntityList |
Entity names show | Show entity names in XYZ orthoview |
View>Show>Show Names |
Entity revert to worldspawn |
Reverts primitives group entity back to worldspawn |
Shift+G |
Erase Selected |
Deletes selected items |
BackSpace DeleteSelection |
Exit Dark Radiant | Close Dark Radiant |
File>Exit |
Expand Selection To Entities |
Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity. |
Ctrl+Alt+E ExpandSelectionToEntities |
Export collision model CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Export selected as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Export selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Faces, drag | Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. |
F DragFaces |
Far Clip Plane Camera mode | Mode in which camera render distance can be controlled. ?? | TopBbar: |
Far Clip Plane Zoom In |
Reduces render distance in camera view if Cubic Clip Camera view mode is set. ?? |
Ctrl+plus |
Far Clip Plane Zoom Out |
Increases render distance in camera view if Cubic Clip Camera view mode is set. ?? |
Ctrl+minus CubicClipZoomOut |
Filter various types | Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see Defining custom Filters in DarkRadiant. For other filtering, see Hide, and Region. |
Filter>All 'type' |
Filter Region | see Region options | |
Filter (Hide) Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Find Brush |
Makes brush #n input the selection. Or gives n if brush already selected. Buggy? |
Map>Find brush |
Find and Replace Textures |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Flip Clip | In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clip Selected) |
Ctrl+Return FlipClip |
Flip (mirror) Selection X |
Converts selected brushes or patches to mirror version of itself along the X plane | |
Flip (mirror) Selection Y |
Converts selected brushes or patches to mirror version of itself along the Y plane | MirrorSelectionY |
Flip (mirror) Selection Z | Converts selected brushes or patches to mirror version of itself along the Z plane | |
Flip Texture X |
Mirror texture in X plane |
> Surface Inspector |
Flip Texture Y |
Mirror texture in Y plane |
> Surface Inspector |
Fog (on Light Inspector) |
Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button. |
L |
Func_static, convert (assign) selection to | Assign selection to func_static. | RMB orthoview context menu |
G to M
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Game Select | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
Key:P>Preferences>Game Edit>Preferences>Game
|
Globe-shaped brush |
Converts selected brush to sphere shape of N x N faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Grid Down |
Decrease grid size in steps as for Grid Size N
in orthoview. |
plus |
Grid size N | Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256 |
keys: 1(1) to 9(256)
|
Grid snap |
Snaps selected to grid in orthoview. | |
Grid toggle show/hide in orthoview |
Hides/shows XYZ orthoview grid |
key: 0 (zero) |
Grid Up |
Increase grid size in steps as for Grid Size N
in orthoview. |
minus |
Group Cycle Backward |
?? |
Shift+ISO_Left_Tab |
Group Cycle Forward |
?? |
Tab |
Hide Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Hide Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
Hide entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Hide Light Radii |
Shows/hides the area covered by every light. | |
Hide Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Hide texture browser |
Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
|
T ViewTextures |
Hide (filter) various types | Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see Defining custom Filters in DarkRadiant. For other filtering, see Hide, and Region. |
Filter>All 'type' |
History: Open most recently used map N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Hollow brush (CSG) | Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. | |
Horizontal (level) camera view |
levels camera view to horizontal. |
End CenterView |
Image background | Sets background image as wallpaper in XYZ orthoview | View>background image |
Import Map |
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. |
File > Import |
Info of Map | List how many of all entities plus total number of entities, brushes, and patches. |
M |
Insert into patch | Insert either two rows or two columns at either beginning or end of a patch. |
Patch>insert> |
Insert Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Invert Patch surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Invert Selected | Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. |
I InvertSelection |
Keys and Command List |
Shows list of commands and user-set shortcut keys assigned to them. |
Help>Shortcuts List |
Leak Spot Next |
Moves camera to next point (nearer entity) on a line that winds its way around brushes between an entity and a leak to the void. (see also Pointfile.) |
View>camera>Next leak spot |
Leak Pointfile toggle |
Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.
(see also Next and Previous leak spot.) |
File>Pointfile |
Leak Spot Previous |
Moves camera to previous point (further from entity) on a line that winds its way around brushes between an entity and a leak to the void. Repeatedly pressing this moves eventually to the leak. (see also Pointfile.) |
Ctrl+Shift+L PrevLeakSpot |
Level (center) camera view |
levels camera view to horizontal. |
End CenterView |
Light Inspector Toggle |
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more. |
L ToggleLightInspector |
Light brightness |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
L ToggleLightInspector |
Light creation | Create a light | RMB orthoview context menu |
Lights colour |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
L ToggleLightInspector |
Lights, Show All Radii |
Shows/hides the area covered by every light. | |
Load Position N of camera | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Load Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Locate selection using Workzone gridlines | Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone |
Lock Texture | Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved. |
Shift+T or S>Surface Inspector |
Look Through Camera |
Look Through Camera
?? |
View>Camera>Look Through Camera |
Look Through Selected |
Look Through Selected
?? |
View>Camera>Look Through Selected |
Make Detail |
?? |
Ctrl+M MakeDetail |
Make Structural |
?? |
Ctrl+Shift+S |
Map Info |
List how many of all entities plus total number of entities, brushes, and patches. |
M |
Map, Open most recently used N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Matrix Transpose, patch | Same as invert ?? |
Ctrl+Shift+M |
Media browser | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
Merge brushes (CSG) | Attempts to merge two or more brushes into one. Intended composite shape must be convex. | |
Merge (Import) Map |
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. |
File > Import |
Mirror (flip) Selection X |
Converts selected brushes or patches to mirror version of itself along the X plane | |
Mirror (flip) Selection Y |
Converts selected brushes or patches to mirror version of itself along the Y plane | MirrorSelectionY |
Mirror (flip) Selection Z |
Converts selected brushes or patches to mirror version of itself along the Z plane | |
Mod setting/ selection | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Model creation | Create model assigned to func_static. | RMB orthoview context menu |
Models Refresh | Reloads all model resources used in map. |
File>Refresh models |
Model, free rotation | ?? |
Modify>Free Model Rotation |
Monster_clip surround model | Creates a brush textured in monster_clip to selected model. (see Pathfinding | RMB orthoview context menu |
Most recently used maps, open N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Mouse Rotate Mode |
Mode: Compare also Rotate & Scale Dialog |
|
Move & Resize Selection Mode |
Mode: |
|
Move (Drag, Translate) in one plane (Mode) |
Mode: Useage: |
|
Move (drag) selection in one plane | LMB within item THEN Shift THEN drag to move it in one plane, eg, up/down else left/right. Note: Pressing shift first drags out a selection rectangle (see Select All Partial) See also other move, nudge, and mouse translate options. | LMB, then Shift then drag |
Move (nudge) Selection Down |
Move selection one grid line down. |
Alt+Down Arrow key |
Move (nudge) Selection Left |
Move selection one grid line left |
Alt+Left Arrow key |
Move (nudge) Selection Right |
Move selection one grid line right |
Alt+Right Arrow key |
Move (nudge) Selection Up |
Move selection one grid line up |
Alt+Up Arrow key |
Move Selection Down | Move selection down one grid line (see also Nudge) |
Shift+KP_Subtract |
Move Selection Up | Move selection up one grid line (see also Nudge) |
Shift+KP_Add |
Move Vertices |
Toggles Drag Vertices mode. Enables vertices of brushes and patches to be moved individually to reshape brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
V |
N to S
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Names show toggle |
Shows/hides all entity names in XYZ orthoview |
View>Show>Show Names |
New Map | Clear all ready to create new map. |
File>New Map |
New XYZ Orthoview window | Creates new XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Next Leak Spot |
Moves camera to next point (nearer entity) on a line that winds its way around brushes between an entity and a leak to the void. (see also Pointfile.) |
Ctrl+Shift+K NextLeakSpot |
Next View |
Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side. |
Ctrl+Tab NextView |
Normalise Texture |
?? |
NormaliseTexture |
Nudge (move) Selection Down |
Move selection one grid line down. |
Alt+Down Arrow key |
Nudge (move) Selection Left |
Move selection one grid line left |
Alt+Left Arrow key |
Nudge (move) Selection Right |
Move selection one grid line right |
Alt+Right Arrow key |
Nudge (move) Selection Up |
Move selection one grid line up |
Alt+Up Arrow key |
Objectives Editor |
Displays Mission Objectives Editor. See Objectives |
Map>Objectives |
Open Map |
Load in a previously created map file. | |
Open Map most recently used N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Options (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Orthoview cycle next view |
Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side. |
Ctrl+Tab NextView |
Orthoview
window |
Creates new XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Overlay Dialog |
Alt+O |
|
Parent selected primitives |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu |
Edit>Reparent primitives |
Paste |
Pastes from Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If faces selected then the texture is copied from Dark Radiant's Shader Clipboard
|
Ctrl+V Paste |
Paste to Camera |
Pastes from Windows clipboard to centre on camera position. |
Alt+V |
Paste Shader | Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Paste Shader Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Paste Texture |
Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Paste Texture All Surfaces of brush |
Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. |
Key:unassigned |
Paste Texture Coordinates | Paste Texture Coordinates (only applies to Patch-to-Patch paste operations) | Key:unassigned Camera view>Alt+MMB |
Paste Texture Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Patch (flat, simple mesh) | Creates a flat rectangular patch its texture surface facing out the XYZ orthoview (see Invert Patch to reverse.) If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain. |
Shift+P |
Patch Append | Append either two rows or two columns
at either beginning or end of a patch.
|
Patch>append |
Patch Bevel | Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch. | |
Patch cap selected curve | Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve. |
Shift+C |
Patch Cone | Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark. |
Patch>cone |
Patch cylinders, pillars, disks, rods, or pipes: (round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Patch, delete rows or columns | Delete either two rows or two columns
at either beginning or end of a patch.
|
Patch>delete> |
Patch End Cap |
Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Patch Insert |
Insert either two rows or two columns at either beginning or end of a patch. |
Patch>insert> |
Patch Inspector |
Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) |
Shift+S PatchInspector |
Patch invert, reverse, surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Patch, redisperse columns or rows |
Spreads out the vertices evenly in either columns or rows of a patch. |
Ctrl+Shift+E Ctrl+E |
Patch Thicken | Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced patches. |
Ctrl+T |
Patch transpose matrix | Same as invert ?? |
Ctrl+Shift+M |
Pillars, cylinders, disks, rods, or pipes: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Pillar (round)-shaped Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Pipes, pillars, cylinders, disks, or rods (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Plate shape Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Player Start move here | Moves Player Start to cursor | RMB orthoview context menu |
Pointfile toggle | Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path. (see also Next and Previous leak spot.) |
File>Pointfile |
Prefab insert |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Prefab save selected | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Preferences |
Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Preview Toggle | Toggles fuller light rendering in camera view closer to in-game but slower so use as needed and toggle off for better performance in Dark Radiant. |
F3 |
Previous Leak Spot |
Moves camera to previous point (further from entity) on a line that winds its way around brushes between an entity and a leak to the void. Repeatedly pressing this moves eventually to the leak. (see also Pointfile.) |
Ctrl+Shift+L PrevLeakSpot |
Prism brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Project Settings |
Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Pyramid-shape brush | Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32 |
Brush>Cone |
Recently used maps, open N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Receptron and Source (Stim and Response) Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Redisperse patch columns or rows |
Spreads out the vertices evenly in either columns or rows of a patch. |
Ctrl+Shift+E Ctrl+E |
Redo |
Restores the state prior to the last Undo |
Ctrl+Y Redo |
Refresh Models |
Reloads all model resources used in map. |
File>Refresh models |
Refresh Shaders |
Refresh the Texture Browser's list of textures used in current map - removes any unused. |
T>Texture Browser>Flush & Reload Shaders Button |
Region Off |
Clears region filter to show whole map (except other filters and Hide.) |
View>Region>Switch off |
Region Save | Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position. |
File>Save region |
Region Set from Brush |
Hides all map except region defined by temporary selected brush (brush is deleted.) |
View>Region>Set from brush |
Region Set from Selection |
Hides all map except region defined by current selection. |
Ctrl+Shift+R RegionSetSelection |
Region Set from XY TOP orthoview | Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides. |
View>Region>Set |
Reload Models | Reloads all model resources used in map. |
File>Refresh models |
Remove Selected | Deletes selected items |
BackSpace DeleteSelection |
Render Preview Toggle |
Toggles fuller light rendering in camera view closer to in-game but slower so use as needed and toggle off for better performance in Dark Radiant. |
F3 |
Reparent selected primitives |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu |
Edit>Reparent primitives |
Replace Textures |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Resize and Rotate Dialog |
Displays dialog to rotate and scale (resize) in steps. To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant |
Modify>Rotate and scale |
Resize Model |
To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant |
|
Resize & Move Selection Mode |
Mode: |
|
Response and Stim Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Restore camera Position N | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Reverse patch, invert surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Reverse Selected | Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. |
I InvertSelection |
Revert To Worldspawn |
Reverts primitives group entity back to worldspawn |
Shift+G |
Rods, pipes, pillars, disks, or cylinders (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Rod-shaped Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Room brushes (CSG) | Replaces a selected brush with multiple brushes
to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) |
|
Rotate func* entity around origin | ? ? | TopBbar: |
Rotate Mode |
Mode: Compare also Rotate & Scale Dialog |
|
Rotate and Resize Dialog |
Displays dialog to rotate and scale (resize) in steps. To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant |
Modify>Rotate and scale |
Rotate Selection X |
Rotates the selection clockwise 90° round the X axis | RotateSelectionX |
Rotate Selection Y |
Rotates the selection clockwise 90° round the Y axis | |
Rotate Selection Z |
Rotates the selection clockwise 90° round the Z axis | RotateSelectionZ |
Rotation, Free Model Toggle | ?? | |
Rotation Pivot Toggle | ?? |
Ctrl+R |
Round Brush | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Save camera position N | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Map |
Save current map as map file. |
SaveMap |
Save Map As |
Save current map with new name. |
File>Save as |
Save Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Region |
Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position. |
File>Save region |
Save Selected |
Saves the current selected items as a map file. |
File>Save Selected |
Save selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Scroll, pan, XYZ Orthoview | Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster. | RMB+drag |
Select Add/ Subtract multi | Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview. | Shift+LMB |
Select Add/ Subtract multi Faces | Adds or subtracts (select/ deselect) faces to/ from any already selected in camera view. | Shift+Ctrl+LMB |
Select All Of Type |
"Select All of Type" expands the selection to all items of the same type as the current selection. The exact action depends on what exactly is selected.
|
Shift+A |
Select all siblings of child. | Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity. |
Ctrl+Alt+E |
Select children |
Deselects entities of selection so only child primitives remain selected. |
Edit>Select children |
Select Complete Tall | Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted. | |
Select Cycle Face Selection | Cycle Face Selection in camera view ?? | Ctrl+Shift+Alt+MMB |
Select Edges | Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush. |
E DragEdges |
Select Entities mode | When mode set then only entities can be selected and primitives, non-enitity primitives and patches, cannot be selected. | TopBbar: |
Select exclusive & cycle below cursor | Select one item exclusively; any previous selections are deselected. Use Esc to deselect all. Cycles front to back all items below cursor, camera or orthoview, selecting one at a time, deselecting rest. | Shift+Alt+LMB Esc to deselect all |
Select Faces | Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. |
F DragFaces |
Select Game | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Select Inside |
Selects all fully within the volume of temporary selected brush; brush is deleted. |
SelectInside |
Select Partial Tall | Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle in camera or orthoview. | Shift LMB drag |
Select Tall, Complete |
Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted. | |
Select Tall, Partial | Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle. | Shift LMB drag |
Select Touching |
Selects all touching the volume of temporary selected brush; brush is deleted.
|
SelectTouching |
Select Vertices |
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
DragVertices |
Set grid size N | Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256 | keys: 1(1) to 9(256) Grid>GridN |
Settings (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Shortcut keys Command List |
Shows list of commands and user-set shortcut keys assigned to them. |
Help>Shortcuts List |
Show Angles |
Show angles ?? |
View>Show>Show Angles (also in Preferences>Orthoview) |
Show Axes |
Show Axes ?? |
View>Show>Show Axes (also in Preferences>Orthoview) |
Show Blocks |
Show blocks in XYZ orthoview |
View>Show>Show Blocks (also in Preferences>Orthoview) |
Show Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Show Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
Show Command List |
Shows list of commands and user-set shortcut keys assigned to them. |
Help>Shortcuts List |
Show Coordinates |
Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. |
View>Show>Show Coordinates |
Show Crosshairs |
Toggle Crosshairs (grid) on and off |
Shift+X |
Show entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Show Hidden |
Shows hidden items. Reveals ALL hidden items. (See Hide) |
Shift+H |
Show In Use |
?? |
|
Show Lights Radii |
Shows/hides the area covered by every light. | |
Show Names |
Shows entity names in XYZ orthoview |
View>Show>Show Names (also in Preferences>Orthoview) |
Show texture browser |
Shows/closes texture browser window
|
T ViewTextures |
Show Window Outline |
Shows Window Outline
?? |
View>Show>Show Window Outline |
Show Workzone |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences>Orthoview) |
Sides of Brush, change number |
Convert selected brush to be N-sided |
Ctrl+N |
Simple Patch Mesh |
Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain. |
Shift+P |
Size Info and coordinates of Selected Toggle | Shows size info and coordinates of selected in XYZ orthoview |
View>Show>Show size info |
Name Toggle | Shows/hides all entity names in XYZ orthoview |
ShowNames |
Slice brush | See Clipper Mode | |
Snap To Grid |
Snaps selected to grid. | |
Sound (speaker), create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Source and Receptron (Stim and Response) Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Speaker, create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Sphere-shaped brush |
Converts selected brush to sphere shape
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Split Selected Clip | As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them. |
Shift+Return SplitSelected |
Stim and Response Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Stitch Patch Texture |
This command tries to make the texture transition of two selected patches seamless. |
|
Store Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Subtract brushes (CSG) |
Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed. |
CSGSubtract |
Surface Inspector of texture properties | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
S |
T to Z
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Texture Browser (chosen textures) | Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
T |
Texture Media browser (all textures) | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
Texture copy | Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
Edit>Copy shader |
Texture Find and Replace |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Texture Lock |
Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved. |
Shift+T or S>Surface Inspector |
Texture paste | Pastes texture from Dark Radiant's shader clipboard to selected items. |
Edit>Paste shader |
Texture Paste Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Shift+Middle mouse button |
Texture properties Surface Inspector | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
S |
Texture Rotate | Rotates the selected texture clockwise or counter-clockwise in the steps set for rotation in Surface Inspector |
Shift+Page_Down |
Texture Scale | Scales the selected texture in the steps set for scale in Surface Inspector. |
Ctrl+Up/Down/Left/Right |
Texture Shift (alignment scroll) |
Shifts (scrolls) the selected texture in the steps set for scale in Surface Inspector. |
Shift+Up/Down/Left/Right |
Texture Tool |
Toggle show/hide Texture Tool, an enhanced texture alignment tool (see Texture Tool) |
Ctrl+Alt+T |
Texture Tool Flip S |
see Texture Tool |
|
Texture Tool Flip T |
see Texture Tool |
|
Texture Tool Grid Down |
see Texture Tool |
Shift+minus |
Texture Tool Grid Up |
see Texture Tool |
Shift+plus |
Texture Tool Merge Items |
see Texture Tool |
Alt+M |
Texture Tool Select Related |
see Texture Tool |
|
Texture Tool Snap To Grid |
see Texture Tool |
Ctrl+Shift+G |
Texture Tool Toggle Grid |
see Texture Tool |
|
Texture Natural |
Sets selected texture to default: 0 shift & rotation & scale 0.25(varies??) |
Ctrl+N |
Thicken Patch |
Used on elected patch(es), 'Thicken' creates several patch walls to form a shell to simulate thick multi-surfaced patches. |
Ctrl+T |
Transform Dialog |
Displays dialog to rotate and scale in steps. |
Modify>Rotate and scale |
Translate (Move, Drag) in one plane (Mode) | Mode: Move (Translate) Mode cancels, & is cancelled by, Clipper, Rotate, Move & Resize Modes. |
|
Transpose, patch matrix | Same as invert ?? |
Ctrl+Shift+M |
Triangular Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Undo |
Undo the last actual change (does not undo selections.) Number of undo's set in Preferences. |
Ctrl+Z Undo |
Ungroup Selection |
?? |
|
Unselect Selected |
Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Up Floor |
Moves camera up to next horizontal brush surface |
Page_Up |
Vertices Drag Toggle |
Toggles Drag Vertices mode. Enables vertices of brushes and patches to be moved individually to reshape brush, and origins of torches, etc. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
V |
View Camera |
Shows/closes camera view window |
Ctrl+Shift+C |
View Console |
Shows/closes console text info window |
O (letter) |
View Entity Inspector |
Shows/closes entity inspector with entity properties |
N |
View Entity List |
Toggles show/hide list of all entities in the map. Can select. |
L |
View Front |
ViewFront |
|
View Side |
ViewSide |
|
View texture (chosen) browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.) |
T |
View Texture (all) Media browser | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
View Texture Tool | Toggle show/hide texture tool. |
Ctrl+Alt+T |
View Top |
?? | ViewTop |
Wallpaper Background Image | Sets background image as wallpaper in XYZ orthoview | View>background image |
Wedge brush (prism) | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Workzone gridlines show | Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences>Orthoview) |
Worldspawn, revert to |
Reverts primitives group entity back to worldspawn |
Shift+G |
XYZ Orthoview scroll, pan | Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster. | RMB+drag |
XYZ Orthoview window creation | Creates new XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Zoom 100% |
Set normal 100% zoom in XYZ orthoviews. |
View>Orthoview>Zoom 100% |
Zoom In |
Zooms in on all XYZ orthoviews |
View>Orthoview>Zoom in |
Zoom Out |
Zooms out on all XYZ orthoviews |
View>Orthoview>Zoom out |
How to Edit or Add to the Table of Controls
Instruction on how to edit this table can be found on the Discussion page.