Dark Radiant Controls, Keys & Mouse: Difference between revisions

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== Introduction ==
== Introduction ==


This is planned eventually to be 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.
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 Help menu > shortcut keys list 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 at  
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


== Specific Controls, Misc Rough Notes ==
In Windows Vista they are accessed at:
 
This section may be temporary but included are odds and ends  from my personal rough notes that might be best listed in groups by type eg, camera. Some/all might be duplicated in the main table. This section will be reviewed as this guide develops.
 
camview = 3D camera view
xyz = any orthoview, top, front, side.
[ ] square brackets indicates no default key assigned
LMB, MMB, RMB - Left, middle, right mouse buttons and MMW is middle mouse wheel (rotation)
 
CAMERA VIEW:
RMB in camview = toggle free mouse look around
In free mouse mode:
Zoom in and out with MMB
Ctrl+Shift+slide mouse forward,backward, left and right WITH FINE CONTROL.
Ctrl+slide mouse moves up, down, left and right WITH FINE CONTROL.


XYZ GRID ORTHOVIEW:
<drive>:\Users\<user>\AppData\Roaming\DarkRadiant\input.xml
Ctrl + MMB in xyz = camera to cursor or drag camera
MMB in xyz = camera turns to where clicked
Ctrl + Alt + Tab = View to camera on selected view
Crtl + Shift + Tab = View to camera on all views


Ctrl + Alt + 1 through Ctrl + Alt + 0 = store camera position
== Guide ==
Alt + 1 through Alt + 0 = camera to stored position
Alt + RMB on item in camview = camera to item centre (but keeps your current orientation)


Move:
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'.
Arrow keys = forward/back/strafe left/right
D & C = Move vertically up and down
A & Z = Tilt up and down
END = horizontal view (ie, not tilted up or down)


Move selection in orthoview:
* LMB {{LMB}}, RMB {{RMB}} = Left, Right mouse buttons
LMB Drag with mouse pointing within the selection.
* MMB {{MMB}} = Middle mouse wheel or button press
To move in one plane only:
* MMW is middle mouse wheel (rotation)
Hold down LMB, THEN shift (NOT shift then LMB!) and then drag either left right (only) else up down (only)
Alternative: Alt + arrow key on selection


XYZ ORTHOVIEWS:
* LeftBbar = Dark Radiant's left button bar
Ctrl + tab = cycles through top, front, side views AND...
* TopBbar = Dark Radiant's top button bar
moves view centre to selected item ELSE...
moves centre to camera if nothing selected.
Zoom in and out with MMB


Selecting :
* Orthoview = Dark Radiant's 2D views: top, side, front.
shift + Lclick* = select or add to already selected (if any)
alt + shift + Lclick (repeatedly) = select stacked (e.g., behind, in front...)
ctrl + shift + Lclick* = select face
ctrl + shift + Ldrag = select all faces in rectangle dragged out.
[tab] = group cycle forward = select next in entity group, eg, atdm:mover_door > related brush


Filtering, Hiding, Regioning:
Dark Radiant has powerful filtering tools to help you to see more clearly the specific item or area you want to edit in a complex mission. They part the jungle of confusion in both camera and grid view to show as much or as little as you want to see. Caution: Some operations may include items that are not visible. For example, dragging a brush around a group and using 'select inside' will still also include any items 'Hidden' or not in the 'Region' within that brush so if you then move or delete that group the non-visible items will be affected too. 'Filtered' items will not be affected.


Hide:
== Searching Tree structures in Media Browser, Entity List, etc ==
Use Hide (View menu) to quickly hide individual items that obscure your view. You can hide as many items as you wish one by one, now or later. They will all be revealed later if you select 'Show'...


H = Hide selection
* Point to Textures (or any tree)
Shift + H = show hidden selections
* 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.
Region:
Use the Region feature to exclude everything but the area you are working on.
 
Ctrl+Shift+R = hide everything except the selection and possibly some local related items.
 
Reveal everything again with View menu > Region > Switch off. The same menu also offers alternate way of setting Region, cropping to your chosen zoomed XYZ view or by using a selection to define an area (the selection is NOT removed in the process.) You can also create a temporary brush and drag it out to define the region you wish to restrict the view too. Note that unlike with 'selection' this option ''does'' delete the brush automatically - the brush is merely used as a temporary means to outline the region you specify. Remember to select 'Set from brush' and not 'Set from selection' or the brush will remain afterwards!
 
Filter:
The Filter menu lets you filter out entire types such as all visportals or all lights, etc. You can also customise your own (see [[Defining custom Filters in DarkRadiant]])


== Complete Table of All Dark Radiant Controls ==
== Complete Table of All Dark Radiant Controls ==


This table is to be a complete list of all Dark Radiant controls. See next section for how to edit or add to it.


Initially it has been kick-started with the shortcut keys list only.
Note that controls for sub-sections of Dark Radiant such as the Media Browser may be listed separately.
 
DO NOT ASSUME IT IS COMPLETE UNTIL IT SAYS SO HERE! THIS REFERENCE IS WORK IN PROGRESS!


===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>
Brightness of lights</td>
Alignment Workzone show
<td>
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
</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>
J<BR>
View&gt;Show&gt;Show Workzone (also in Preferences&gt; Orthoview)<br>
ToggleLightInspector
ShowWorkzone
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Ambient sound (speaker) create</td>
Brush, change number of sides
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td>
</td>
<td>RMB orthoview context menu</td>
<td>
Convert selected brush to be N-sided
</td>
<td>
Ctrl+N<BR>
Brush[N]Sided
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Brush Cone
Angles show</td>
</td>
<td>Show angles ??
<td>


</td>
</td>
<td>
<td>
<BR>
View&gt;Show&gt;Show Angles<br>
BrushCone
ShowAngles
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Brush Export as CM
Append to patch</td>
file</td>
<td>Append either two rows or two columns at either beginning or end of a patch.
<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&gt;Create collision model..<BR>
Patch&gt;append<br>
BrushExportCM
PatchAppendColumnBeginning<br>
PatchAppendColumnEnd
<br>
PatchAppendRowBeginning<br>
PatchAppendRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Brush Export as OBJ file
Axes show</td>
</td>
<td>Show Axes ??
<td>Save selected brushes as OBJ file for import into 3D modelling programs.


</td>
</td>
<td>
<td>
Edit&gt;Export selected brushes to OBJ<BR>
View&gt;Show&gt;Show Axes<br>
BrushExportOBJ
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&gt;background image</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Brush Prism
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>
<BR>
Brush&gt;sphere<br>
BrushPrism
BrushSphere
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Brush Sphere
Bevel Patch</td>
</td>
<td>Produces a 90&deg; 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&gt;Bevel<br>
</td>
PatchBevel<br>
<td>
<br>
<BR>
[[Image:Bevel1.jpg]]</p>
BrushSphere
<p>[[Image:Bevel2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Angle Down
Blocks show
</td>
</td>
<td>
<td>Show blocks in XYZ orthoview


</td>
</td>
<td>
<td>
Z<BR>
View&gt;Show&gt;Show Blocks<br>
CameraAngleDown
ShowBlocks
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Angle Up
Brightness of lights</td>
</td>
<td>
<td>
 
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
</td>
</td>
<td>
<td>
A<BR>
L<BR>
CameraAngleUp
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Back
Brush, change number of sides
</td>
</td>
<td>
<td>
 
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Down<BR>
Ctrl+N<BR>
CameraBack
Brush[N]Sided
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera center (level) view
Brush Cone
</td>
</td>
<td>levels camera view to horizontal.
<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>
View&gt;camera&gt;Center<br>
Brush&gt;Cone<BR>
End<br>
BrushCone
CenterView
<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>
Camera Down
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>
C<BR>
Edit&gt;Create collision model..<BR>
CameraDown
BrushExportCM
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Down Floor</td>
Brush Export as OBJ file
<td>Moves camera down to next horizontal brush surface
</td>
<td>Save selected brushes as OBJ file for import into 3D modelling programs.


</td>
</td>
<td>
<td>
View&gt;camera&gt;down floor<br>
Edit&gt;Export selected brushes to OBJ<BR>
Page_down<br>
BrushExportOBJ
DownFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Forward
Brushes Hollow (CSG)
</td>
<td>
 
</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>
<td>
Up<BR>
LeftBbar: [[Image:DRhollow.jpg]]<br>
CameraForward
Brush&gt;CSG&gt;Make hollow<br>
CSGHollow
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Back
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>
</td>
LeftBbar: [[Image:DRcsgMerg.jpg]]
<td>
<br>
Down<BR>
CSGMerge
CameraFreeMoveBack
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Down
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&gt;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>
<BR>
LeftBbar: [[Image:DRroom.jpg]]<br>
CameraFreeMoveDown
CSGRoom
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Forward
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>
Up<BR>
Brush&gt;sphere<BR>
CameraFreeMoveForward
BrushSphere
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Left
Brushes subtract (CSG)</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>
Left<BR>
Shift+U<br>
CameraFreeMoveLeft
LeftBbar: [[Image:DRcsgSub.jpg]]<br>
</td>
CSGSubtract</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Right
Camera</td>
</td>
<td>Shows/closes camera view window
<td>


</td>
</td>
<td>
<td>
Right<BR>
View&gt;Camera view<br>
CameraFreeMoveRight
Ctrl+Shift+C<br>
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Free Move Up
Camera Angle Down
</td>
</td>
<td>Tilts camera view down. See also Camera Free Move as alternative.</td>
<td>
<td>
 
Z<BR>
CameraAngleDown
</td>
</tr>
<tr valign="top" align="left">
<td>
Camera Angle Up
</td>
</td>
<td>Tilts camera view up. See also Camera Free Move as alternative.</td>
<td>
<td>
<BR>
A<BR>
CameraFreeMoveUp
CameraAngleUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera
Camera Back
Hide</td>
</td>
<td>Shows/closes camera view window
<td>Pulls camera view back. See also Camera Free Move as alternative.


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
Down<BR>
Ctrl+Shift+C<br>
CameraBack
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Left
Camera center (level) view
</td>
</td>
<td>
<td>levels camera view to horizontal. See also Camera Free Move as alternative.


</td>
</td>
<td>
<td>
Left<BR>
End<br>
CameraLeft
View&gt;camera&gt;Center<br>
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Position N restore</td>
Camera Copy Shader, Texture
<td>changes camera position to that saved previously with Save position N.
</td>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.


</td>
</td>
<td>
<td>
Alt+N (N=0 to 9)<br>
key:unassigned<br>
LoadPositionN</td>
Camera view:MMB
<br>
Edit&gt;Copy shader<br>
CopyShader
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Position N save</td>
Camera Down
<td>Stores camera position. (restore with Load Position N.)
</td>
<td>Lowers camera view vertically. See also Camera Free Move as alternative.
</td>
</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
C<BR>
SavePositionN</td>
CameraDown
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Right
Camera Down Floor</td>
</td>
<td>Moves camera down to next horizontal brush surface
<td>


</td>
</td>
<td>
<td>
Right<BR>
Page_down<br>
CameraRight
View&gt;camera&gt;down floor<br>
DownFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera show
Camera Forward
</td>
</td>
<td>Shows/closes camera view window
<td>Move camera view forward. See also Camera Free Move as alternative.


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
Up<br>
Ctrl+Shift+C<br>
Mousewheel forward
ToggleCamera
<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&gt; camera&gt; Freelook mode can be toggled'' settings)
With it  ''UNchecked'' you must ''additionally'' keep RMB pressed during 'Free moves.'</td>
<td>
<td>
Camera Strafe Left
<p>RMB(lock or hold) then mouse:<br>
. Turn, look any direction.<br>
. Ctrl+drag = up, down, strafe left &amp; right<br>
. Shift+Ctrl+drag = forward, backward, strafe left &amp; 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>
comma<BR>
Key: Down<br>
CameraStrafeLeft
Mousewheel backward
<BR>
CameraFreeMoveBack
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Strafe Right
Camera Free Move Down
</td>
</td>
<td>
<td>Move camera view down


</td>
</td>
<td>
<td>
period<BR>
Key: unassigned<BR>
CameraStrafeRight
CameraFreeMoveDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Up
Camera Free Move Forward
</td>
</td>
<td>
<td>Move camera view


</td>
forward</td>
<td>
<td>
D<BR>
Key: Up<BR>
CameraUp
CameraFreeMoveForward
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Up Floor</td>
Camera Free Move Left
<td>Moves camera up to next horizontal brush surface
</td>
<td>Move camera view left


</td>
</td>
<td>
<td>
View&gt;camera&gt;up floor<br>
Key: Left<BR>
Page_Up<br>
CameraFreeMoveLeft
UpFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera
Camera Free Move Right
window toggle</td>
</td>
<td>Shows/closes camera view window
<td>Move camera view  


</td>
right</td>
<td>
<td>
View&gt;Camera view<br>
Key: Right<BR>
Ctrl+Shift+C<br>
CameraFreeMoveRight
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Cap Current Curve
Camera Free Move Up
</td>
</td>
<td>
<td>Move camera view up


</td>
</td>
<td>
<td>
Shift+C<BR>
Key: unassigned<BR>
CapCurrentCurve
CameraFreeMoveUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Center (level) camera view
Camera Hide</td>
</td>
<td>Shows/closes camera view window
<td>levels camera view to horizontal.


</td>
</td>
<td>
<td>
View&gt;camera&gt;Center<br>
View&gt;Camera view<br>
End<BR>
Ctrl+Shift+C<br>
CenterView
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Camera Left
Center X Y View
</td>
</td>
<td>
<td>Move camera left


</td>
</td>
<td>
<td>Left<BR>
Ctrl+Alt+Tab<BR>
CameraLeft
CenterXYView
</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>
Center X Y Views
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&gt;Ctrl+MMB<br>
Edit&gt;Paste shader<br>
PasteShader
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Ctrl+Shift+Tab<BR>
Camera Paste Texture All Surfaces of brush
CenterXYViews
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.
 
</td>
</td>
<td>
Key:unassigned<br>
Camera view&gt;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&gt;Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Change number of sides of brush
Camera 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.
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Ctrl+N<BR>
Key:unassigned<br>
Brush[N]Sided
Camera view&gt;Ctrl+Shift+MMB<br>
PasteShaderNatural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clear Selected</td>
Camera Position N restore</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>changes camera position to that saved previously with Save position N.


</td>
</td>
<td>
<td>
Edit&gt;Clear Selection<br>
Alt+N (N=0 to 9)<br>
Esc<br>
LoadPositionN</td>
UnSelectSelection
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clipper Toggle
Camera Position N save</td>
<td>Stores camera position. (restore with Load Position N.)
</td>
</td>
<td>
<td>
Toggles between Clipper and Resize-Move modes
Ctrl+Alt+N (N=0 to 9)<br>
</td>
SavePositionN</td>
<td>
X<BR>
Left Toolbar<BR>
ToggleClipper
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clip Selected
Camera Right
</td>
</td>
<td>
<td>Turn camera right


</td>
</td>
<td>
<td>
Return<BR>
Right<BR>
ClipSelected
CameraRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clone Selected
Camera show
</td>
</td>
<td>Makes a duplicate of selected items at same position; selects them; unselects original.
<td>Shows/closes camera view window


</td>
</td>
<td>
<td>
Edit&gt;duplicate<br>
Ctrl+Shift+C<br>
SPACE<BR>
View&gt;Camera view<br>
CloneSelection
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close Camera
Camera Strafe Left
</td>
</td>
<td>Shows/closes camera view window
<td>Camera move Left


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
comma<BR>
Ctrl+Shift+C<br>
CameraStrafeLeft
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close Console</td>
Camera Strafe Right
<td>Shows/closes console text info window
</td>
<td>Camera Move Right


</td>
</td>
<td>
<td>
View&gt;Console view<br>
period<BR>
O<br>
CameraStrafeRight
ToggleConsole
</td>
</td>
</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>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close entity Inspector
Camera Up</td>
</td>
<td>Move Camera up
<td>Shows/closes entity inspector with entity properties
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
D<BR>
N<br>
CameraUp
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close texture browser
Camera Up Floor</td>
</td>
<td>Moves camera up to next horizontal brush surface
<td>Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
 


</td>
</td>
<td>
<td>
View&gt;Texture browser<br>
Page_Up<br>
T<br>
View&gt;camera&gt;up floor<br>
ViewTextures
 
UpFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Colour of lights</td>
Camera window toggle</td>
<td>
<td>Shows/closes camera view window
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
 
</td>
</td>
<td>
<td>
J<br>
Ctrl+Shift+C<br>
ToggleLightInspector
View&gt;Camera view<br>
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Connect Selection
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>


</td>
Shift+C<br>
<td>
LeftBbar: [[Image:DRcap.jpg]]<br>
Ctrl+K<BR>
Patch&gt;cap selected
ConnectSelection
<BR>
CapCurrentCurve
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Console show/hide</td>
Cap End Patch</td>
<td>Shows/closes console text info window
<td>Produces a 180&deg; 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&gt;End cap<br>
<td>
PatchEndCap<br>
View&gt;Console view<br>
<br>
O<br>
[[Image:endCap1.jpg]]
ToggleConsole
</p>
<p>[[Image:endCap2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Convert brush, number of sides
Center (level) camera view
</td>
</td>
<td>
<td>levels camera view to horizontal.
Convert selected brush to be N-sided
 
</td>
</td>
<td>
<td>
Ctrl+N<BR>
End<br>
Brush[N]Sided
View&gt;camera&gt;Center<br>
 
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Copy
Center X Y View
</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>Centres selection in current orthoview else centres camera if no selection


</td>
</td>
<td>
<td>
Edit&gt;Copy<br>
Ctrl+Alt+Tab<BR>
Ctrl+C<BR>
CenterXYView
Copy
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Copy Shader
Center X Y Views
</td>
</td>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.
<td>Centres selection in all orthoviews else centres camera if no selection
 


</td>
</td>
<td>
<td>
Edit&gt;Copy shader<br>
Ctrl+Shift+Tab<BR>
CopyShader
CenterXYViews
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Copy Texture
Change number of sides of brush
</td>
</td>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.
<td>
 
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Edit&gt;Copy shader<BR>
Ctrl+N<BR>
CopyShader
Brush[N]Sided
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Create Curve Catmull Rom
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>
<BR>
Brush&gt;prism<br>
CreateCurveCatmullRom
BrushPrism
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Create Curve N U R B S
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&gt;Clear Selection<br>


</td>
UnSelectSelection
<td>
<BR>
CreateCurveNURBS
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Crosshairs Toggle
Clipper Mode<br>
</td>
(slice, clip, crop, selected brush.)</td>
<td>
<td>
Toggle Crosshairs (grid) on and off
<p>'''Mode:'''<br>
Clipper Mode cancels, &amp; is cancelled by, Rotate, Move/Resize, &amp; 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>
Shift+X<BR>
<p>'''Mode:'''<br>
Edit>Preferences>Orthoview<BR>
X<br>
ToggleCrosshairs
LeftBbar: [[Image:DRclipper.jpg]]
<br>
ToggleClipper<br>
<br>
'''Useage:'''<br>
Key: Return (Enter)<br>
Brush&gt;Clipper&gt;Clip Selection<br>
 
ClipSelected<br>
<br>
Shift+Return (Enter)<br>
Brush&gt;Clipper&gt;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>
CSG Hollow
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&gt;Clipper&gt;Flip clip orientation<br>


</td>
FlipClip
<td>
<br>
CSGHollow
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
CSG Merge
Clone Selected
</td>
</td>
<td>
<td>Makes a duplicate of selected items at same position; selects them; unselects original.


</td>
</td>
<td>
<td>
Ctrl+U<br>
SPACE<br>
CSGMerge
Edit&gt;duplicate<br>
 
CloneSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
CSG Room
Close Camera
</td>
</td>
<td>
<td>Shows/closes camera view window


</td>
</td>
<td>
<td>
<br>
Ctrl+Shift+C<br>
CSGRoom
View&gt;Camera view<br>
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
CSG Subtract
Close Console</td>
<td>Shows/closes console text info window
 
</td>
</td>
<td>
<td>
O<br>
View&gt;Console view<br>


</td>
ToggleConsole
<td>
Shift+U<br>
CSGSubtract
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Cubic Clip Zoom In
Close entity Inspector
</td>
</td>
<td>no idea
<td>Shows/closes entity inspector with entity properties
</td>
</td>
<td>
<td>
View&gt;Camera&gt;far clip plane in<br>
N<br>
Ctrl+plus<BR>
View&gt;Entity inspector<br>
CubicClipZoomIn
 
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Cubic Clip Zoom Out
Close texture browser
</td>
</td>
<td>dunno
<td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
 
 
</td>
</td>
<td>
<td>
View&gt;Camera&gt;far clip plane out<br>
T<br>
Ctrl+minus<BR>
View&gt;Texture browser<br>
CubicClipZoomOut
 
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Curve Append Control Point
Colour of lights</td>
</td>
<td>
<td>
 
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
</td>
</td>
<td>
<td>
<BR>
L<br>
CurveAppendControlPoint
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Colour Preferences</td>
Curve Convert Type
<td>Set your colour preferences for Dark Radiant. (for other preferences see Preferences.)</td>
<td>View&gt;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>
<BR>
Help&gt;Shortcuts List<br>
CurveConvertType
ShowCommandList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Curve Insert Control Point
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&gt;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>
<BR>
Patch&gt;cone<br>
CurveInsertControlPoint
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>
Curve Remove Control Point
Config (Preferences)</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
 
</td>
</td>
<td>
<td>
P<br>
Edit&gt;Preferences<br>


Preferences
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
Connect Selection
CurveRemoveControlPoint
</td>
<td>Selected entity 1 targets selected entity 2
</td>
<td>
Entity&gt;connect selected entities<br>
Ctrl+K<BR>
ConnectSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Cycle Cap Texture Patch
Console show/hide</td>
<td>Shows/closes console text info window
 
</td>
</td>
<td>
<td>
O<br>
View&gt;Console view<br>


</td>
ToggleConsole
<td>
Ctrl+Shift+N<BR>
CycleCapTexturePatch
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Delete Selected
Convert brush, number of sides
</td>
</td>
<td>Deletes selected
<td>
items
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Edit&gt;Delete<br>
Ctrl+N<BR>
BackSpace<BR>
Brush[N]Sided
DeleteSelection
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Convert (assign) selection to func_static</td>
<td>Assign selection to func_static.</td>
<td>RMB orthoview context menu</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Deselect Selected</td>
Coordinates of grid show</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>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>
Edit&gt;Clear Selection<br>
View&gt;Show&gt;Show Coordinates<br>
Esc<br>
ShowCoordinates
UnSelectSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Down Floor</td>
Coordinates of items and size info show</td>
<td>Moves camera down to next horizontal brush surface
<td>Shows size info and coordinates of selected in XYZ orthoview


</td>
</td>
<td>
<td>
View&gt;camera&gt;down floor<br>
View&gt;Show&gt;Show size info<br>
Page_down<br>
(also in Preferences&gt;Orthoview)
DownFloor
<br>
ToggleShowSizeInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Edges
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>
E<BR>
Ctrl+C<br>
DragEdges
Edit&gt;Copy<br>
 
Copy
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Entities
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>
<BR>
key:unassigned<br>
DragEntities
Camera view:MMB
<br>
Edit&gt;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>
Drag Faces
Crosshairs Toggle
</td>
</td>
<td>
<td>
 
Toggle Crosshairs (grid) on and off in orthoview
</td>
</td>
<td>
<td>
F<BR>
Shift+X<BR>
DragFaces
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Vertices
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>
<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.
LeftBbar: [[Image:DRhollow.jpg]]<br>
</td>
Brush&gt;CSG&gt;Make hollow<br>
<td>
CSGHollow
V<BR>
Top Toolbar<BR>
Modify>Components>Vertices<BR>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Edit Colour Scheme
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>
</td>
LeftBbar: [[Image:DRcsgMerg.jpg]]
<td>
<br>
<BR>
CSGMerge
EditColourScheme
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Entity Inspector
CSG Room
toggle show/hide</td>
brushes</td>
<td>Shows/closes entity inspector with entity properties
<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>
View&gt;Entity inspector<br>
LeftBbar: [[Image:DRroom.jpg]]<br>
N<br>
CSGRoom
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Entity List
CSG Subtract brushes
</td>
</td>
<td>Toggles show/hide list of all entities in the map. Can select.
<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>
View&gt;entity list<br>
Shift+U<br>
L<BR>
LeftBbar: [[Image:DRcsgSub.jpg]]
EntityList
<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>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Erase Selected
Cubic Clip Zoom In
</td>
<td>Deletes selected
items
</td>
</td>
<td>
<td>
Edit&gt;Delete<br>
Reduces render distance in camera view if Cubic Clip Camera view mode is set.</td>
BackSpace<br>
<td>
DeleteSelection
<p>Ctrl+plus<br>
View&gt;Camera&gt;far clip plane in<br>
 
CubicClipZoomIn
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Exit
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&gt;Camera&gt;far clip plane out<br>


CubicClipZoomOut
</td>
</td>
<td>
</tr>
<BR>
<tr valign="top" align="left">
Exit
<td>Curve creation</td>
</td>
<td>Consider patch bevel, patch end cap, brush prism</td>
<td>&nbsp;</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Expand Selection To Entities
Curve Append Control Point
</td>
<td>??
 
see [[NURBS Curves]]
 
</td>
</td>
<td>Selects all  primitive children of an entity  if one child is selected.
Works also with Worldspawn entity.</td>
<td>
<td>
Edit&gt;Expand selection to whole entities<br>
LeftBbar: [[Image:DRappendNurbs.jpg]]<BR>
Ctrl+Alt+E<BR>
CurveAppendControlPoint
ExpandSelectionToEntities
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Export collision model CM
Curve Catmull Rom Create</td>
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.)


see [[NURBS Curves]]


</p>
</td>
</td>
<td>
<td>
Edit&gt;Create collision model..<br>
<br>
BrushExportCM
CreateCurveCatmullRom
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Export selected as OBJ file
Curve Convert Type
</td>
</td>
<td>Save selected brushes as OBJ file for import into 3D modelling programs.
<td>??
 
see [[NURBS Curves]]


</td>
</td>
<td>
<td>
Edit&gt;Export selected brushes to OBJ<br>
LeftBbar: [[Image:DRconvNurbs.jpg]]<BR>
BrushExportOBJ
CurveConvertType
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Export selected as prefab</td>
Curve NURBS Create</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>??
see [[NURBS Curves]]
</td>
<td>
<td>
File &gt; Save selected as prefab<br>
LeftBbar: [[Image:DRmakeNurbs.jpg]]<br>
SaveSelectedAsPrefab
CreateCurveNURBS
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Allentities
Curve Insert Control Point
</td>
</td>
<td>
<td>??
 
see [[NURBS Curves]]


</td>
</td>
<td>
<td>
<BR>
LeftBbar: [[Image:DRinsertNurbs.jpg]]<BR>
FilterAllentities
CurveInsertControlPoint
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Brushes
Curve Remove Control Point
</td>
</td>
<td>
<td>??
 
see [[NURBS Curves]]


</td>
</td>
<td>
<td>
<BR>
LeftBbar: [[Image:DRremoveNurbs.jpg]]<BR>
FilterBrushes
CurveRemoveControlPoint
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Caulk
Cycle Cap Texture Patch
</td>
</td>
<td>
<td>??


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+N<BR>
FilterCaulk
CycleCapTexturePatch
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Clip Textures
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&gt;cylinder (round)<br>
Patch&gt;More cylinders&gt;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>
<BR>
Patch&gt;delete&gt;<br>
FilterClipTextures
PatchDeleteColumnBeginning<br>
PatchDeleteColumnEnd<br>
PatchDeleteRowBeginning<br>
PatchDeleteRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Collisionsurfaces
Delete Selected
</td>
<td>Deletes selected items
</td>
</td>
<td>
<td>
BackSpace<br>
Edit&gt;Delete<br>


</td>
DeleteSelection
<td>
<BR>
FilterCollisionsurfaces
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Decals
Deselect Selected</td>
</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>
<td>
<BR>
Esc<br>
FilterDecals
Edit&gt;Clear Selection<br>
 
UnSelectSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Lights
Disks,  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&gt;cylinder (round)<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
<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>
<BR>
<p>Brush&gt;prism<br>
FilterLights
BrushPrism</p>
<p>[[Image:prismWedge.jpg]]
</p>
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Nodraw Textures
Down Floor</td>
<td>Moves camera down to next horizontal brush surface
 
</td>
</td>
<td>
<td>
Page_down<br>
View&gt;camera&gt;down floor<br>


DownFloor
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
Drag 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>
<BR>
E<br>
FilterNodrawTextures
Modify&gt;Components&gt;Edges<br>
 
DragEdges
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Patches
Drag Entities
</td>
</td>
<td>
<td>Toggles Drag Entities mode. ??


</td>
</td>
<td>
<td>
<BR>
Modify&gt;Components&gt;Entities<BR>
FilterPatches
DragEntities
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter (Hide) Selected
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.
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
 
</td>
</td>
<td>
<td>
H<BR>
F<br>
View > Hide/Show<BR>
Modify&gt;Components&gt;Faces<br>
HideSelected
 
DragFaces
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Shadow Textures
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>
<BR>
V<br>
FilterShadowTextures
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>
Filter Trigger Textures
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&gt;Components&gt;Edges<br>


DragEdges
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
End Cap Patch</td>
FilterTriggerTextures
<td>Produces a 180&deg; 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>
<p>Patch&gt;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>
Filter Visportals
Entity Inspector
toggle show/hide</td>
<td>Shows/closes entity inspector with entity properties
</td>
</td>
<td>
<td>
N<br>
View&gt;Entity inspector<br>


</td>
ToggleEntityInspector
<td>
<BR>
FilterVisportals
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Worldgeometry
Entity List
</td>
<td>Toggles show/hide  list of all entities in the map. Can select.
</td>
</td>
<td>
<td>
L<br>
View&gt;entity list<br>


EntityList
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
Entity names show</td>
FilterWorldgeometry
<td>Show entity names in XYZ orthoview
</td>
<td>
View&gt;Show&gt;Show Names<br>
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Find Brush
Entity revert to worldspawn
</td>
</td>
<td>
<td>Reverts primitives group entity back to worldspawn


</td>
</td>
<td>
<td>
<BR>
Shift+G<br>
FindBrush
Entity&gt;revert group to worldspawn<br>
RMB orthoview menu&gt;revert to worldspawn<br>
RevertToWorldspawn
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Find and Replace Textures
Erase Selected
</td>
</td>
<td>
<td>Deletes selected items
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
BackSpace<br>
Edit&gt;Delete<br>
 
DeleteSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Flip Clip
Exit Dark Radiant</td>
</td>
<td>Close Dark Radiant
<td>


</td>
</td>
<td>
<td>
Ctrl+Return<BR>
File&gt;Exit<BR>
FlipClip
Exit
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Flip Texture X
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&gt;Expand selection to whole entities<br>


</td>
ExpandSelectionToEntities
<td>
<BR>
FlipTextureX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Flip Texture Y
Export collision model CM file</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>
Edit&gt;Create collision model..<br>
BrushExportCM
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Export selected as OBJ file
</td>
<td>Save selected brushes as OBJ file for import into 3D modelling programs.


</td>
</td>
<td>
<td>
<BR>
Edit&gt;Export selected brushes to OBJ<br>
FlipTextureY
BrushExportOBJ
</td>
</td>
</tr>
</tr>
Line 1,363: Line 1,617:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Fog (on Light Inspector)
Export selected as prefab</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
File &gt; Save selected as prefab<br>
SaveSelectedAsPrefab
</td>
</td>
</tr>
<tr valign="top" align="left">
<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.
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>
J<BR>
F<br>
ToggleLightInspector
TopBbar: [[Image:DRsFaces.jpg]]
<br>
Modify&gt;Components&gt;Faces<br>
 
DragFaces
</td>
</td>
</tr>
</tr>
</table>
<tr valign="top" align="left">
<td>Far Clip Plane Camera mode</td>
<td>Mode in which camera render distance can be controlled. ??</td>
<td>TopBbar: [[Image:DRcubicClipBut.jpg]]</td>
</tr>
<tr valign="top" align="left">
<td>
Far Clip Plane Zoom In
</td>
<td>
Reduces render distance in camera view if Cubic Clip Camera view mode is set. ??</td>
<td>
<p>Ctrl+plus<br>
View&gt;Camera&gt;far clip plane in<br>


===G to M===
CubicClipZoomIn
<table
</p>
cellpadding="2"
</td>
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>
 
<tr valign="top" align="left">
<tr valign="bottom" align="center">
<td>
<td>
<B>CONTROL</B>
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>
<B>DESCRIPTION</B>
Ctrl+minus<br>
</td>
View&gt;Camera&gt;far clip plane out<br>
<td>
<B>DEFAULT KEY<BR>
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
<tr valign="top" align="left">
<td>
Game Select</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
P&gt;Preferences&gt;Game<br>


Edit&gt;Preferences&gt;Game
CubicClipZoomOut
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
Line 1,417: Line 1,673:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid Down
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&gt;All 'type'<BR>
FilterAll'Type'</td>
</tr>


</td>
<td>
plus<BR>
GridDown
</td>
</tr>






<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Grid size N</td>
<td>Filter Region</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>see Region options</td>
<td>Grid&gt;GridN<br>
<td>&nbsp;</td>
keys: 1(1) to 9(256)
<br>
SetGridN</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid snap
Filter (Hide) Selected
</td>
</td>
<td>Snaps selected to grid.
<td>
 
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
</td>
</td>
<td>
<td>
<p>Ctrl+G<br>
H<BR>
Grid&gt;snap selected to grid
View > Hide/Show<BR>
<BR>
HideSelected
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid toggle show/hide in orthoview
Find Brush
</td>
</td>
<td>Hides/shows XYZ orthoview grid
<td>Makes brush #n input the selection. Or gives n if brush already selected. Buggy?
 
</td>
</td>
<td>
<td>
key: 0 (zero)<BR>
Map&gt;Find brush<BR>
ToggleGrid
FindBrush
</td>
</td>
</tr>
</tr>
Line 1,470: Line 1,727:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid Up
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>
minus<BR>
FindReplaceTextures
GridUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Group Cycle Backward
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&gt;Clipper&gt;Flip clip orientation<br>


</td>
FlipClip
<td>
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
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>
Tab<BR>
LeftBbar: [[Image:DRxMirror.jpg]]<br>
GroupCycleForward
Modify&gt;Mirror&gt;Mirror X<br>
MirrorSelectionX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Camera
Flip (mirror) Selection Y
</td>
</td>
<td>Shows/closes camera view window
<td>Converts selected brushes or patches to mirror version of itself along the Y plane


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
LeftBbar: [[Image:DRyMirror.jpg]]<br>
Ctrl+Shift+C<br>
Modify&gt;Mirror&gt;Mirror Y<br>
ToggleCamera
MirrorSelectionY</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Console
Flip (mirror) Selection Z</td>
</td>
<td>Converts selected brushes or patches to mirror version of itself along the Z plane
<td>Shows/closes console text info window


</td>
</td>
<td>
<td>
View&gt;Console view<br>
LeftBbar: [[Image:DRzMirror.jpg]]<br>
O<br>
Modify&gt;Mirror&gt;Mirror Z<br>
ToggleConsole
MirrorSelectionZ
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide entity Inspector
Flip Texture X
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Mirror texture in  X plane
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
&gt; Surface Inspector<BR>
N<br>
FlipTextureX
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Selected
Flip Texture Y
</td>
</td>
<td>
<td>Mirror texture in  Y plane
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
 
</td>
</td>
<td>
<td>
H<BR>
&gt; Surface Inspector<BR>
View > Hide/Show<BR>
FlipTextureY
HideSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide texture browser
Fog (on Light Inspector)
</td>
</td>
<td>Shows/closes texture browser window
<td>
with previously chosen textures (see also media browser for all.)
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>
View&gt;Texture browser<br>
L<BR>
T<br>
ToggleLightInspector
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Func_static, convert (assign) selection to</td>
Horizontal (level) camera view
<td>Assign selection to func_static.</td>
</td>
<td>RMB orthoview context menu</td>
<td>levels camera view to horizontal.
</tr>


</td>
</table>
<td>
View&gt;camera&gt;Center<br>
End<br>
CenterView
</td>
</tr>


<tr valign="top" align="left">
===G to M===
<td>
<table
Import Map
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>
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant.
<B>DESCRIPTION</B>
</td>
</td>
<td>
<td>
File &gt; Import<BR>
<B>DEFAULT KEY<BR>
ImportMap
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Insert Prefab
Game Select</td>
</td>
<td>Select Game
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
<p>File &gt; Load prefab<br>
Key:P&gt;Preferences&gt;Game<br>
Grid &gt; Right click &gt; Insert prefab
 
<BR>
Edit&gt;Preferences&gt;Game
LoadPrefab
<br>
</p>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Invert Curve
Globe-shaped brush
</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&gt;sphere<br>
BrushSphere
</td>
</tr>


<tr valign="top" align="left">
<td>
Grid Down
</td>
<td>Decrease grid size in steps as for Grid Size N
in orthoview.
</td>
</td>
<td>
<td>
Ctrl+I<BR>
plus<BR>
InvertCurve
GridDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<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>
Invert Selected</td>
keys: 1(1) to 9(256)
<td>Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td>
<br>
<td>
Grid&gt;GridN
Edt&gt;Invert selection<br>
<br>
I<br>
SetGridN</td>
InvertSelection
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Leak Spot
Grid snap
Next</td>
</td>
<td>Show next leak spot? (see also Pointfile.)
<td>Snaps selected to  grid in orthoview.


</td>
</td>
<td>
<td>
View&gt;camera&gt;Next leak spot<br>
<p>Ctrl+G<br>
Ctrl+Shift+K<br>
LeftBbar: [[Image:DRsnapGrid.jpg]]<br>
NextLeakSpot
 
Grid&gt;snap selected to grid
<br>
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>
Line 1,650: Line 1,931:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Leak Pointfile
Grid toggle show/hide in orthoview
toggle</td>
</td>
<td>Uses  Pointfile  info made by  Doom3's dmap command to draw red line from void to first entity to indicate leak path.
<td>Hides/shows XYZ orthoview grid
(see also Next and Previous leak spot.)
</td>
</td>
<td>
<td>
File&gt;Pointfile<br>
key: 0 (zero)<BR>
TogglePointfile
ToggleGrid
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Leak Spot
Grid Up
Previous </td>
</td>
<td>Show previous leak spot? (see also Pointfile.)
<td>Increase grid size in steps as for Grid Size N
in orthoview.


</td>
</td>
<td>
<td>
View&gt;camera&gt;Previous leak spot<br>
minus<BR>
Ctrl+Shift+L<br>
GridUp
PrevLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Level (center) camera view
Group Cycle Backward
</td>
</td>
<td>levels camera view to horizontal.
<td>??


</td>
</td>
<td>
<td>
View&gt;camera&gt;Center<br>
Shift+ISO_Left_Tab<BR>
End<br>
GroupCycleBackward
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Light Inspector Toggle
Group Cycle Forward
</td>
</td>
<td>
<td>??
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more.
 
</td>
</td>
<td>
<td>
View&gt;Light inspector<br>
Tab<BR>
J<BR>
GroupCycleForward
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Light brightness
Hide Camera
</td>
</td>
<td>
<td>Shows/closes camera view window
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
 
</td>
</td>
<td>
<td>
View&gt;Light inspector<br>
Ctrl+Shift+C<br>
J<br>
View&gt;Camera view<br>
ToggleLightInspector
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Lights colour </td>
Hide Console
<td>
</td>
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
<td>Shows/closes console text info window
 
</td>
</td>
<td>
<td>
View&gt;Light inspector<br>
O (letter)<br>
J<br>
View&gt;Console view<br>
ToggleLightInspector
 
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Load Position N of camera</td>
Hide entity Inspector
<td>changes camera position to that saved previously with Save position N.
</td>
<td>Shows/closes entity inspector with entity properties
</td>
<td>
N<br>
View&gt;Entity inspector<br>


ToggleEntityInspector
</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>
Load Prefab
Hide Light Radii
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>Shows/hides the area covered by every light.</td>
<td>
<td>
<p>File &gt; Load prefab<br>
Ctrl+Alt+Shift+F<br>
Grid &gt; Right click &gt; Insert prefab
TopBbar: [[Image:DRshowLights.jpg]]
<BR>
<br>
LoadPrefab
ToggleShowAllLightRadii
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Look Through Camera
Hide Selected
</td>
</td>
<td>Look Through Camera
<td>
??
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
 
</td>
</td>
<td>
<td>
View&gt;Camera&gt;Look Through Camera<BR>
H<BR>
LookThroughCamera
View > Hide/Show<BR>
HideSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Look Through Selected
Hide texture browser
</td>
</td>
<td>Look Through Selected
<td>Shows/closes texture browser window
??
with previously chosen textures (see also media browser for all.)
 


</td>
</td>
<td>
<td>
View&gt;Camera&gt;Look Through Selected<BR>
T<br>
LookThroughSelected
View&gt;Texture browser<br>
 
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1
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>
<BR>
Filter&gt;All 'type'<br>
MRUOpen1
FilterAll'Type'</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1 0
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>
<td>
<td>
<BR>
File&gt;1 to 11<br>
MRUOpen10
MRUOpenN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1 1
Hollow brush (CSG)</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>
<td>
 
LeftBbar: [[Image:DRhollow.jpg]]<br>
</td>
Brush&gt;CSG&gt;Make hollow<br>
<td>
CSGHollow
<BR>
MRUOpen11
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 2
Horizontal  (level) camera view
</td>
</td>
<td>
<td>levels camera view to horizontal.


</td>
</td>
<td>
<td>
<BR>
End<br>
MRUOpen2
View&gt;camera&gt;Center<br>
 
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>Image background</td>
<td>Sets background image as wallpaper  in XYZ orthoview</td>
<td>View&gt;background image</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 3
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 &gt; Import<BR>
MRUOpen3
ImportMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 4
Info of Map</td>
<td>List how many of all entities plus total number of entities, brushes, and patches.</td>
<td>
M<br>
Map&gt;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>
<BR>
Patch&gt;insert&gt;<br>
MRUOpen4
PatchInsertColumnBeginning<br>
PatchInsertColumnEnd<br>
PatchInsertRowBeginning<br>
PatchInsertRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 5
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 &gt; Load prefab<br>
</td>
RMB orthoview context menu<BR>
<td>
LoadPrefab
<BR>
</p>
MRUOpen5
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 6
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>


</td>
Ctrl+I<br>
<td>
Patch&gt;Matrix&gt;invert<br>
<BR>
InvertCurve
MRUOpen6
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 7
Invert Selected</td>
</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&gt;Invert selection<br>


</td>
InvertSelection
<td>
<BR>
MRUOpen7
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 8
Keys and Command List
</td>
</td>
<td>Shows list of commands and user-set shortcut keys assigned to them.</td>
<td>
<td>
 
Help&gt;Shortcuts List<br>
</td>
ShowCommandList
<td>
<BR>
MRUOpen8
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 9
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>
<BR>
View&gt;camera&gt;Next leak spot<br>
MRUOpen9
Ctrl+Shift+K<br>
NextLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Make Detail
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>
<td>
<td>
 
File&gt;Pointfile<br>
</td>
TogglePointfile
<td>
Ctrl+M<BR>
MakeDetail
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Make Structural
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+Shift+L<br>
View&gt;camera&gt;Previous leak spot<br>


</td>
PrevLeakSpot
<td>
Ctrl+Shift+S<BR>
MakeStructural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Map Info
Level (center) camera view
</td>
</td>
<td>
<td>levels camera view to horizontal.


</td>
</td>
<td>
<td>
M<BR>
End<br>
MapInfo
View&gt;camera&gt;Center<br>
 
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Matrix Transpose
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>
Ctrl+Shift+M<BR>
L<br>
MatrixTranspose
View&gt;Light inspector<br>
 
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Media browser</td>
Light brightness
<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>
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.
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
</td>
</td>
<td>
<td>
File &gt; Import<BR>
L<br>
ImportMap
View&gt;Light inspector<br>
 
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Light creation</td>
<td>Create a light</td>
<td>RMB orthoview context menu</td>
</tr>
<tr valign="top" align="left">
<td>
Lights colour </td>
<td>
<td>
Mirror Selection X
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
</td>
</td>
<td>
<td>
L<br>
View&gt;Light inspector<br>


ToggleLightInspector
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
Lights, Show All Radii
MirrorSelectionX
</td>
<td>Shows/hides the area covered by every light.</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>
Mirror Selection Y
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 &gt; Load prefab<br>
Grid &gt; Right click &gt; Insert prefab
<BR>
<BR>
MirrorSelectionY
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mirror Selection Z
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>
View&gt;Show&gt;Show Workzone<br>
ShowWorkzone
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
 
Lock Texture</td>
</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>
<td>
<BR>
Shift+T or S&gt;Surface Inspector<br>
MirrorSelectionZ
TopBbar: [[Image:DRtexLock.jpg]]<br>
Brush&gt;Texture lock
<br>
TogTexLock
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mod setting/ selection</td>
Look Through Camera
<td>Select Game
</td>
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>Look Through Camera
??
 
</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
View&gt;Camera&gt;Look Through Camera<BR>
 
LookThroughCamera
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Models
Look Through Selected
Refresh</td>
</td>
<td>Reloads all model resources used in map.
<td>Look Through Selected
??


</td>
</td>
<td>
<td>
File&gt;Refresh models<br>
View&gt;Camera&gt;Look Through Selected<BR>
RefreshReferences
LookThroughSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Drag
Make Detail
</td>
</td>
<td>
<td> ??


</td>
</td>
<td>
<td>
Q<BR>
Ctrl+M<br>
MouseDrag
Brush&gt;Make detail<br>
 
MakeDetail
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Rotate
Make Structural
</td>
</td>
<td>
<td>??


</td>
</td>
<td>
<td>
R<BR>
Ctrl+Shift+S<br>
MouseRotate
Brush&gt;Make structural
<BR>
MakeStructural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Translate
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&gt;Map info<BR>
MapInfo
</td>
</tr>
<tr valign="top" align="left">
<td>
Map, Open most recently used N</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>
File&gt;1 to 11<br>
MRUOpenN</td>
</tr>
<tr valign="top" align="left">
<td>
Matrix Transpose, patch</td>
<td>Same as invert ??


</td>
</td>
<td>
<td>
W<BR>
Ctrl+Shift+M<br>
MouseTranslate
Patch&gt;Matrix&gt;transpose
<BR>
MatrixTranspose
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Move Selection D O W N
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>
Shift+KP_Subtract<BR>
Ctrl+U<br>
MoveSelectionDOWN
LeftBbar: [[Image:DRcsgMerg.jpg]]
<br>
CSGMerge
</td>
</td>
</tr>
</tr>
Line 2,091: Line 2,468:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Move Selection U P
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>
Shift+KP_Add<BR>
File &gt; Import<BR>
MoveSelectionUP
ImportMap
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Move Vertices
Mirror (flip) Selection X
</td>
</td>
<td>
<td>Converts selected brushes or patches to mirror version of itself along the X plane
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>
LeftBbar: [[Image:DRxMirror.jpg]]<br>
Top Toolbar<BR>
Modify&gt;Mirror&gt;Mirror X<BR>
Modify>Components>Vertices<BR>
MirrorSelectionX
DragVertices
</td>
</td>
</tr>
</tr>
</table>
<tr valign="top" align="left">
 
===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>
<td>
<B>CONTROL</B>
Mirror (flip) Selection Y
</td>
</td>
<td>
<td>Converts selected brushes or patches to mirror version of itself along the Y plane
<B>DESCRIPTION</B>
 
</td>
</td>
<td>
<td>
<B>DEFAULT KEY<BR>
LeftBbar: [[Image:DRyMirror.jpg]]<br>
TOOLBAR<BR>
Modify&gt;Mirror&gt;Mirror Y<br>
MENU ROUTE<BR>
MirrorSelectionY</td>
SHORTCUT NAME</B>
</tr>
</td>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
New Map
Mirror (flip) Selection Z
</td>
</td>
<td>Clear all ready to create new map.
<td>Converts selected brushes or patches to mirror version of itself along the Z plane


</td>
</td>
<td>
<td>
File&gt;New Map<BR>
LeftBbar: [[Image:DRzMirror.jpg]]<br>
NewMap
Modify&gt;Mirror&gt;Mirror Z<br>
MirrorSelectionZ
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
New XYZ Orthoview
Mod setting/ selection</td>
window</td>
<td>Select Game
<td>Creates new
settings to specify Doom3 path and mod, eg, darkmod.</td>
XYZ Orthoview
window</td>
<td>
<td>
View&gt;New XY view<br>
P&gt;Preferences&gt;Game<br>
Ctrl+Alt+N<BR>
 
NewOrthoView
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Model creation</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>
Next Leak Spot
Models Refresh</td>
</td>
<td>Reloads all model resources used in map.
<td>Show next leak spot? (see also Pointfile.)


</td>
</td>
<td>
<td>
View&gt;camera&gt;Next leak spot<br>
File&gt;Refresh models<br>
Ctrl+Shift+K<BR>
RefreshReferences
NextLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Next View
Model, free rotation</td>
</td>
<td>??</td>
<td>
<td>
 
Modify&gt;Free Model Rotation<br>
</td>
ToggleFreeModelRotation
<td>
Ctrl+Tab<BR>
NextView
</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>
Normalise Texture
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&gt;1 to 11<br>
MRUOpenN</td>
</tr>


</td>
<tr valign="top" align="left">
<td>
<td>
<BR>
Mouse Rotate
NormaliseTexture
Mode</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Objectives Editor
<p>'''Mode:'''<br>
Rotate
Mode cancels, &amp; is cancelled by, Clipper,  Move &amp; 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 &amp; Scale Dialog
</p>
</td>
</td>
<td>
<td>
<p>'''Mode:'''<br>
Key: R<br>
LeftBbar: [[Image:DRrotate.jpg]]<br>


</td>
MouseRotate
<td>
<br>
<BR>
<br>
ObjectivesEditor
'''Useage:'''<br>
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Open Map
Move &amp; Resize Selection Mode</td>
<td>
<p>'''Mode:'''<br>
Move &amp; Resize Mode cancels, &amp; is cancelled by, Clipper, Rotate &amp; 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>Load in a previously created map file.
<td>
<p>'''Mode:'''<br>
Key: Q<br>
LeftBbar: [[Image:DRdragResize.jpg]]<br>


</td>
MouseDrag<br>
<td>
<br>
File&gt;Open<br>
'''Useage:'''<br>
Ctrl+O<BR>
LMB-drag
OpenMap
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Orthoview
Move (Drag, Translate) in one plane (Mode)</td>
window creation</td>
<td>
<td>Creates new
<p>'''Mode:'''<br>
XYZ Orthoview
Move (Translate) Mode cancels, &amp; is cancelled by, Clipper, Rotate, Move &amp; Resize Modes.</p>
window</td>
<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>
View&gt;New XY view<br>
W<br>
Ctrl+Alt+N<br>
LeftBbar: [[Image:DRtranslate.jpg]]
NewOrthoView
<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>
Overlay Dialog
Move (nudge) Selection  Down
</td>
</td>
<td>
<td>Move selection one grid line down.


</td>
</td>
<td>
<td>
Alt+O<BR>
Alt+Down Arrow key<br>
OverlayDialog
Modify&gt;Nudge&gt;Nudge down
<br>
SelectNudgeDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Parent selected primitives</td>
Move (nudge) Selection  Left
<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>Move selection one grid line left
 
</td>
</td>
<td>
<td>
Edit&gt;Reparent primitives<br>
Alt+Left Arrow key<br>
ParentSelection
Modify&gt;Nudge&gt;Nudge left
<br>
SelectNudgeLeft
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste
Move (nudge) Selection  Right
</td>
</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>Move selection one grid line right
 


</td>
</td>
<td>
<td>
Edit&gt;Paste<br>
Alt+Right Arrow key<br>
Ctrl+V<BR>
Modify&gt;Nudge&gt;Nudge right
Paste
<br>
SelectNudgeRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste to Camera
Move (nudge) Selection  Up
</td>
</td>
<td>
<td>Move selection one grid line up
<p>Pastes  from  Windows clipboard to centre on camera position.


</p>
</td>
</td>
<td>
<td>
Edit&gt;Paste to camera<br>
Alt+Up Arrow key<br>
Alt+V<br>
Modify&gt;Nudge&gt;Nudge up
PasteToCamera</td>
<br>
SelectNudgeUp
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Shader
Move Selection Down</td>
</td>
<td>Move selection down one grid line (see also Nudge)
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
 
</td>
</td>
<td>
<td>
 
Shift+KP_Subtract<BR>
Edit&gt;Paste shader<BR>
MoveSelectionDOWN
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Shader Natural
Move Selection Up</td>
</td>
<td>Move selection up one grid line (see also Nudge)
<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>
Shift+Middle mouse button<BR>
Shift+KP_Add<BR>
PasteShaderNatural
MoveSelectionUP
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Texture
Move Vertices</td>
</td>
<td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
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>
Edit&gt;Paste shader<br>
Top Toolbar<br>
PasteShader
Modify>Components>Vertices<br>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
 
<td>
 
Paste Texture Natural
 
</td>
</table>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details.
 
</td>
===N to S===
<td>
<table
Shift+Middle mouse button<br>
cellpadding="2"
PasteShaderNatural
border="1"
</td>
align="center"
width="100%">
 
<tr valign="bottom" align="center">
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="bottom" align="center">
<td>
<td>
Patch Append Column Beginning
<B>CONTROL</B>
</td>
</td>
<td>
<td>
 
<B>DESCRIPTION</B>
</td>
</td>
<td>
<td>
<BR>
<B>DEFAULT KEY<BR>
PatchAppendColumnBeginning
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Column End
Names show
</td>
toggle</td>
<td>
<td>Shows/hides all entity names in XYZ orthoview


</td>
</td>
<td>
<td>
<BR>
View&gt;Show&gt;Show Names<br>
PatchAppendColumnEnd
(also in Preferences&gt;Orthoview)
<br>
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Row Beginning
New Map</td>
</td>
<td>Clear all ready to create new map.
<td>


</td>
</td>
<td>
<td>
<BR>
File&gt;New Map<BR>
PatchAppendRowBeginning
NewMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Row End
New XYZ Orthoview window</td>
</td>
<td>Creates new XYZ Orthoview window</td>
<td>
<td>
Ctrl+Alt+N<br>
View&gt;New XY view<br>


</td>
NewOrthoView
<td>
<BR>
PatchAppendRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Bevel
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&gt;camera&gt;Next leak spot<br>


</td>
NextLeakSpot
<td>
<BR>
PatchBevel
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cone
Next View
</td>
</td>
<td>
<td>Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side.


</td>
</td>
<td>
<td>
<BR>
Ctrl+Tab<br>
PatchCone
TopBbar: [[Image:DRnextViewBut.jpg]]
<br>
View&gt;Orthographic&gt;Next<br>
 
NextView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cylinder
Normalise Texture
</td>
</td>
<td>
<td>??


</td>
</td>
<td>
<td>
<BR>
NormaliseTexture
PatchCylinder
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Column Beginning
Nudge (move) Selection  Down
</td>
</td>
<td>
<td>Move selection one grid line down.


</td>
</td>
<td>
<td>
<BR>
Alt+Down Arrow key<br>
PatchDeleteColumnBeginning
Modify&gt;Nudge&gt;Nudge down
<br>
SelectNudgeDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Column End
Nudge (move) Selection  Left
</td>
</td>
<td>
<td>Move selection one grid line left


</td>
</td>
<td>
<td>
<BR>
Alt+Left Arrow key<br>
PatchDeleteColumnEnd
Modify&gt;Nudge&gt;Nudge left
<br>
SelectNudgeLeft
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row Beginning
Nudge (move) Selection  Right
</td>
</td>
<td>
<td>Move selection one grid line right


</td>
</td>
<td>
<td>
<BR>
Alt+Right Arrow key<br>
PatchDeleteRowBeginning
Modify&gt;Nudge&gt;Nudge right
<br>
SelectNudgeRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row End
Nudge (move) Selection  Up
</td>
</td>
<td>
<td>Move selection one grid line up


</td>
</td>
<td>
<td>
<BR>
Alt+Up Arrow key<br>
PatchDeleteRowEnd
Modify&gt;Nudge&gt;Nudge up
<br>
SelectNudgeUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Dense Cylinder
Objectives Editor
</td>
</td>
<td>
<td>Displays Mission Objectives Editor. See [[Objectives]]
 
</td>
</td>
<td>
<td>
<BR>
Map&gt;Objectives<BR>
PatchDenseCylinder
ObjectivesEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch End Cap
Open Map
</td>
</td>
<td>
<td>Load in a previously created map file.


</td>
</td>
<td>
<td>
<BR>
Key: Ctrl+O<br>
PatchEndCap
TopBbar: [[Image:DRopenBut.jpg]]<br>
File&gt;Open<br>
OpenMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Column Beginning
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&gt;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>
<BR>
P<br>
PatchInsertColumnBeginning
Edit&gt;Preferences<br>
 
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Column End
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+Shift+KP_Add<BR>
Ctrl+Tab<br>
PatchInsertColumnEnd
TopBbar: [[Image:DRnextViewBut.jpg]]
<br>
View&gt;Orthographic&gt;Next<br>
 
NextView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Row Beginning
Orthoview
window<br>
creation</td>
<td>Creates new XYZ Orthoview window
</td>
</td>
<td>
<td>
Ctrl+Alt+N<br>
View&gt;New XY view<br>


</td>
NewOrthoView
<td>
<BR>
PatchInsertRowBeginning
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Row End
Overlay Dialog
</td>
</td>
<td>
<td>
Line 2,547: Line 2,988:
</td>
</td>
<td>
<td>
Ctrl+KP_Add<BR>
Alt+O<BR>
PatchInsertRowEnd
OverlayDialog
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Inspector
Parent selected primitives</td>
</td>
<td>
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
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>
View&gt;patch inspector<br>
Edit&gt;Reparent primitives<br>
Shift+S<BR>
ParentSelection
PatchInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Square Cylinder
Paste
</td>
</td>
<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>
<BR>
Ctrl+V<br>
PatchSquareCylinder
Edit&gt;Paste<br>
 
Paste
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Very Dense Cylinder
Paste to Camera
</td>
</td>
<td>
<td>
<p>Pastes  from  Windows clipboard to centre on camera position.


</p>
</td>
</td>
<td>
<td>
<BR>
Alt+V<br>
PatchVeryDenseCylinder
Edit&gt;Paste to camera<br>
</td>
 
PasteToCamera</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Pointfile
Paste Shader</td>
toggle</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<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&gt;Pointfile<br>
 
TogglePointfile
Key:unassigned<br>
Camera view&gt;Ctrl+MMB<br>
Edit&gt;Paste shader<BR>
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prefab insert
Paste Shader 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>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
<p>File &gt; Load prefab<br>
Key:unassigned<br>
Grid &gt; Right click &gt; Insert prefab
Camera view&gt;Ctrl+Shift+MMB<BR>
<BR>
PasteShaderNatural
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prefab save selected</td>
Paste Texture
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
File &gt; Save selected as prefab<br>
SaveSelectedAsPrefab
</td>
</td>
</tr>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
 


<tr valign="top" align="left">
<td>
Preferences
</td>
</td>
<td>
<td>


</td>
Key:unassigned<br>
<td>
Camera view&gt;Ctrl+MMB<br>
P<BR>
Edit&gt;Paste shader<br>
Preferences
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Previous Leak Spot
Paste Texture All Surfaces of brush
</td>
</td>
<td>Show previous leak spot? (see also Pointfile.)
<td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.


</td>
</td>
<td>
<td>
View&gt;camera&gt;Previous leak spot<br>
 
Ctrl+Shift+L<br>
Key:unassigned<br>
PrevLeakSpot
Camera view&gt;Ctrl+Alt+MMB</td>
</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&gt;Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Project Settings
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>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
Key:unassigned<br>
 
Camera view&gt;Ctrl+Shift+MMB<br>
Edit&gt;Preferences&gt;Game
PasteShaderNatural
<br>
File&gt;Select Game
<BR>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redisperse Cols
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.
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>
</td>
Patch&gt;Simple patch mesh
<td>
<br>
Ctrl+Shift+E<BR>
SimplePatchMesh
RedisperseCols
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redisperse Rows
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>
Ctrl+E<BR>
Patch&gt;append<BR>
RedisperseRows
PatchAppendColumnBeginning<br>
PatchAppendColumnEnd
<br>
PatchAppendRowBeginning<br>
PatchAppendRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redo
Patch Bevel</td>
</td>
<td>Produces a 90&deg; 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>Restores
the state prior to the last Undo</td>
<td>
<td>
Edit&gt;Redo<br>
<p>Patch&gt;Bevel<br>
Ctrl+Y<BR>
PatchBevel<br>
Redo
<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>
Refresh Models
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&gt;cap selected
<br>
CapCurrentCurve
</td>
</td>
<td>Reloads all model resources used in map.
</tr>


</td>
<tr valign="top" align="left">
<td>
Patch Cone</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>
File&gt;Refresh models<BR>
Patch&gt;cone<BR>
RefreshReferences
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>
Refresh Shaders
Patch cylinders, pillars, disks, rods, or pipes: (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&gt;cylinder (round)<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<BR>
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Patch, delete rows or columns</td>
<td>Delete either two rows or two columns
at either beginning or end of a patch.


</td>
</td>
<td>
<td>
<BR>
Patch&gt;delete&gt;<BR>
RefreshShaders
PatchDeleteColumnBeginning<br>
PatchDeleteColumnEnd<br>
PatchDeleteRowBeginning<br>
PatchDeleteRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Off
Patch End Cap
</td>
</td>
<td>Produces a 180&deg; 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&gt;End cap<BR>
</td>
PatchEndCap<br>
<td>
<br>
<BR>
[[Image:endCap1.jpg]]
RegionOff
</p>
<p>[[Image:endCap2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Save</td>
Patch Insert
<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>Insert either two rows or two columns at either beginning or end of a patch.
</td>
<td>
<td>
File&gt;Save region<br>
Patch&gt;insert&gt;<BR>
SaveRegion
PatchInsertColumnBeginning<br>
PatchInsertColumnEnd<br>
PatchInsertRowBeginning<br>
PatchInsertRowEnd
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set Brush
Patch Inspector
</td>
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
</td>
</td>
<td>
<td>
Shift+S<br>
View&gt;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>
<BR>
 
RegionSetBrush
Ctrl+I<br>
Patch&gt;Matrix&gt;invert<br>
InvertCurve
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set Selection
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+Shift+R<BR>
Ctrl+Shift+E<br>
RegionSetSelection
 
Ctrl+E<br>
Patch&gt;matrix&gt;redisperse&gt;
<br>
RedisperseCols
<br>
RedisperseRows
 
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set X Y
Patch Thicken</td>
</td>
<td>Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced
patches.</td>
<td>
<td>
 
Ctrl+T<br>
</td>
Patch&gt;Thicken selected patches<br>
<td>
ThickenPatch
<BR>
RegionSetXY
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reload Models
Patch transpose matrix</td>
</td>
<td>Same as invert ??
<td>Reloads all model resources used in map.


</td>
</td>
<td>
<td>
File&gt;Refresh models<br>
Ctrl+Shift+M<br>
RefreshReferences
Patch&gt;Matrix&gt;transpose
<br>
MatrixTranspose
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Remove Selected
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>Deletes selected
items
</td>
<td>
<td>
Edit&gt;Delete<br>
<p>Patch&gt;cylinder (round)<br>
BackSpace<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
DeleteSelection
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reparent selected primitives</td>
Pillar (round)-shaped Brush
<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>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>
Edit&gt;Reparent primitives<BR>
Brush&gt;prism<br>
ParentSelection
BrushPrism
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Replace Textures
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>
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.
<p>Patch&gt;cylinder (round)<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
FindReplaceTextures
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&gt;prism<br>
BrushPrism
</td>
</td>
</tr>
</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">
<tr valign="top" align="left">
<td>
<td>
Rescale, Resize Model
Pointfile toggle</td>
</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>
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
</td>
</td>
<td>
<td>
File&gt;Pointfile<br>
TogglePointfile
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Restore camera Position N</td>
Prefab insert
<td>changes camera position to that saved previously with Save position N.
 
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
Alt+N (N=0 to 9)<br>
<p>File &gt; Load prefab<br>
LoadPositionN</td>
RMB orthoview context menu<BR>
LoadPrefab
</p>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reverse Selected</td>
Prefab save selected</td>
<td>Clears selected
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td>
<td>
<td>
Edt&gt;Invert selection<br>
File &gt; Save selected as prefab<br>
I<br>
SaveSelectedAsPrefab
InvertSelection
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Revert To Worldspawn
Preferences
</td>
</td>
<td>
<td>Set Dark Radiant preferences. For display colours see Colours.


</td>
</td>
<td>
<td>
Shift+G<BR>
P<br>
RevertToWorldspawn
Edit&gt;Preferences<br>
 
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection X
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>
<BR>
F3<br>
RotateSelectionX
TogglePreview
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection Y
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>
<BR>
Ctrl+Shift+L<br>
RotateSelectionY
View&gt;camera&gt;Previous leak spot<br>
 
PrevLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection Z
Prism 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>
<p>Brush&gt;prism<br>
BrushPrism</p>
<p>[[Image:prismWedge.jpg]]
</p>
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</tr>


<tr valign="top" align="left">
<td>
Project Settings
</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<BR>
<BR>
RotateSelectionZ
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save camera position N</td>
Pyramid-shape brush</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32
</td>
</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
Brush&gt;Cone<br>
SavePositionN</td>
BrushCone
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map
Recently used maps, open N</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>
File&gt;1 to 11<br>
MRUOpenN</td>
</tr>
<tr valign="top" align="left">
<td>
Receptron and Source (Stim and Response) Editor
</td>
</td>
<td>Save current map as map file.
<td>Displays Stim/Response editor. Must have single entity selected.
 
</td>
</td>
<td>
<td>
File&gt;Save<br>
Entity&gt;Stim/Response<br>
Ctrl+S<BR>
StimResponseEditor
SaveMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map As
Redisperse patch columns or rows
</td>
</td>
<td>Save current map with new name.
<td>Spreads out the vertices evenly in either columns or rows of a patch.


</td>
</td>
<td>
<td>
File&gt;Save as<BR>
Ctrl+Shift+E<BR>
SaveMapAs
 
Ctrl+E<br>
Patch&gt;matrix&gt;redisperse&gt;
<br>
RedisperseCols
<br>
RedisperseRows
 
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Position N of camera</td>
Redo
<td>Stores camera position. (restore with Load Position N.)
</td>
</td>
<td>Restores
the state prior to the last Undo</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
Ctrl+Y<br>
SavePositionN</td>
Edit&gt;Redo<br>
 
Redo
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Region
Refresh Models
</td>
<td>Reloads all model resources used in map.
 
</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&gt;Save region<BR>
File&gt;Refresh models<BR>
SaveRegion
RefreshReferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Selected
Refresh Shaders
</td>
</td>
<td>Saves the current selected items as a map file.
<td>Refresh the Texture Browser's list of textures used in current map - removes any unused.
 
</td>
</td>
<td>
<td>
File&gt;Save Selected<BR>
T&gt;Texture Browser&gt;Flush &amp; Reload Shaders Button<BR>
SaveSelected
RefreshShaders
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save selected as prefab</td>
Region Off
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
File &gt; Save selected as prefab<br>
SaveSelectedAsPrefab
</td>
</td>
</tr>
<td>Clears region filter to show whole map (except other filters and Hide.)


<tr valign="top" align="left">
<td>
Select All Of Type
</td>
</td>
<td>
<td>
 
View&gt;Region&gt;Switch off<BR>
</td>
RegionOff
<td>
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>
Region Save</td>
<td>Selects all primitive children of an entity  if one child is selected.
<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>
Works also with Worldspawn entity.</td>
<td>
<td>
Edit&gt;Expand selection to whole entities<br>
File&gt;Save region<br>
Ctrl+Alt+E<br>
SaveRegion
ExpandSelectionToEntities
</td>
</td>
</tr>
</tr>
Line 3,019: Line 3,591:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select children
Region Set from Brush
</td>
</td>
<td>Deselects entities of selection so only child primitives remain selected.
<td>Hides all map except region defined by temporary selected brush (brush is deleted.)


</td>
</td>
<td>
<td>
Edit&gt;Select children<BR>
View&gt;Region&gt;Set from brush<BR>
SelectChildren
RegionSetBrush
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Complete Tall
Region Set from Selection
</td>
<td>Hides all map except region defined by current selection.
 
</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>
Edit&gt;Select Complete Tall<br>
Ctrl+Shift+R<br>
Top button bar
View&gt;Region&gt;Set from selection<br>
<BR>
 
SelectCompleteTall
RegionSetSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Game</td>
Region Set from XY TOP orthoview</td>
<td>Select Game
<td>Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides.
settings to specify Doom3 path and mod, eg, darkmod.</td>
</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
View&gt;Region&gt;Set <BR>
 
RegionSetXY
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Reload Models
Select Inside
</td>
</td>
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.
<td>Reloads all model resources used in map.


</td>
</td>
<td>
<td>
Edit&gt;Select inside<br>
File&gt;Refresh models<br>
Top button bar
RefreshReferences
<BR>
SelectInside
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Remove Selected
Select Nudge Down
</td>
<td>Deletes selected items
</td>
</td>
<td>
<td>
BackSpace<br>
Edit&gt;Delete<br>


</td>
DeleteSelection
<td>
Alt+Down<BR>
SelectNudgeDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Left
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>
Alt+Left<BR>
F3<br>
SelectNudgeLeft
TogglePreview
</td>
</td>
</tr>
</tr>
Line 3,100: Line 3,663:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Right
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>
Alt+Right<BR>
Edit&gt;Reparent primitives<BR>
SelectNudgeRight
ParentSelection
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Up
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>
Alt+Up<BR>
FindReplaceTextures
SelectNudgeUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Touching
Resize and Rotate Dialog
</td>
</td>
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
<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>
Edit&gt;Select touching<br>
Modify&gt;Rotate and scale<br>
Top button bar
TransformDialog
<BR>
SelectTouching
</td>
</td>
</tr>
</tr>




<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Vertices
Resize Model
</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.
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
</td>
</td>
<td>
<td>
V<BR>
Top Toolbar<BR>
Modify>Components>Vertices<BR>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Set grid size N</td>
<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>
Resize &amp; Move Selection Mode</td>
<td>Grid&gt;GridN<br>
<td>
keys: 1(1) to 9(256)
<p>'''Mode:'''<br>
Move &amp; Resize Mode cancels, &amp; is cancelled by, Clipper, Rotate &amp; 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>
<br>
SetGridN</td>
'''Resize:'''<br>
</tr>
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>
<p>'''Mode:'''<br>
Key: Q<br>
LeftBbar: [[Image:DRdragResize.jpg]]<br>


MouseDrag<br>
<br>
'''Useage:'''<br>
LMB-drag
</p>
</td>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Angles
Response and Stim Editor
</td>
</td>
<td>
<td>Displays Stim/Response editor. Must have single entity selected.
 
</td>
</td>
<td>
<td>
<BR>
Entity&gt;Stim/Response<br>
ShowAngles
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Axes
Restore camera Position N</td>
</td>
<td>changes camera position to that saved previously with Save position N.
<td>


</td>
</td>
<td>
<td>
<BR>
Alt+N (N=0 to 9)<br>
ShowAxes
LoadPositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Blocks
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&gt;Matrix&gt;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>
<BR>
I<br>
ShowBlocks
Edt&gt;Invert selection<br>
 
InvertSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Camera
Revert To Worldspawn
</td>
</td>
<td>Shows/closes camera view window
<td>Reverts primitives group entity back to worldspawn


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
Shift+G<br>
Ctrl+Shift+C<br>
Entity&gt;revert group to worldspawn<br>
ToggleCamera
RMB orthoview menu&gt;revert to worldspawn<BR>
RevertToWorldspawn
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Console
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>
<p>Patch&gt;cylinder (round)<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
<td>Shows/closes console text info window
</tr>


<tr valign="top" align="left">
<td>
Rod-shaped 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>
View&gt;Console view<br>
Brush&gt;prism<br>
O<br>
BrushPrism
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Command List
Room brushes (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>
</td>
CSGRoom
<td>
<BR>
ShowCommandList
</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>
Show Coordinates
Rotate Mode</td>
<td>
<p>'''Mode:'''<br>
Rotate
Mode cancels, &amp; is cancelled by, Move &amp; 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 &amp; Scale Dialog
</p>
</td>
</td>
<td>
<td>
<p>'''Mode:'''<br>
Key: R<br>
LeftBbar: [[Image:DRrotate.jpg]]<br>


</td>
MouseRotate
<td>
<br>
<BR>
<br>
ShowCoordinates
'''Useage:'''<br>
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Crosshairs
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]]
Toggle Crosshairs (grid) on and off
</td>
</td>
<td>
<td>
Shift+X<BR>
Modify&gt;Rotate and scale<br>
Edit>Preferences>Orthoview<BR>
TransformDialog
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show entity Inspector
Rotate Selection X
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Rotates the selection clockwise 90&deg; round the X axis
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
LeftBbar: [[Image:DRxRotate.jpg]]<br>
N<br>
Modify&gt;Rotate&gt;Rotate X<BR>
ToggleEntityInspector
RotateSelectionX</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Hidden
Rotate Selection Y
</td>
</td>
<td>
<td>Rotates the selection clockwise 90&deg; round the Y axis
Show hidden items. Reveals ALL hidden items. (See Hide)
</td>
</td>
<td>
<td>
Shift+H<BR>
LeftBbar: [[Image:DRyRotate.jpg]]<br>
View > Hide/Show<BR>
Modify&gt;Rotate&gt;Rotate Y<br>
ShowHidden
RotateSelectionY
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show In Use
Rotate Selection Z
</td>
</td>
<td>
<td>Rotates the selection clockwise 90&deg; round the Z axis
 
</td>
</td>
<td>
<td>
<BR>
LeftBbar: [[Image:DRzRotate.jpg]]<br>
ShowInUse
Modify&gt;Rotate&gt;Rotate Z<br>
</td>
RotateSelectionZ</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Names
Rotation, Free Model Toggle</td>
<td>??</td>
<td>
TopBbar: [[Image:DRfreeModRot.jpg]]<br>
Modify&gt;Free Model Rotation<br>
ToggleFreeModelRotation
</td>
</td>
<td>
</tr>
<tr valign="top" align="left">
<td> Rotation Pivot Toggle</td>
<td>??


</td>
</td>
<td>
<td>
<BR>
Ctrl+R<br>
ShowNames
ToggleRotationPivot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show texture browser
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>Shows/closes texture browser window
<td>
 
Brush&gt;prism<br>
 
BrushPrism
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
View&gt;Texture browser<br>
Save camera position N</td>
T<br>
<td>Stores camera position. (restore with Load Position N.)
ViewTextures
</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>
Show Window Outline
Save Map
</td>
</td>
<td>
<td>Save current map as map file.


</td>
</td>
<td>
<td>
<BR>
Ctrl+S<br>
ShowWindowOutline
TopBbar: [[Image:DRsaveBut.jpg]]<br>
File&gt;Save<br>
 
SaveMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Workzone
Save Map As
</td>
</td>
<td>
<td>Save current map with new name.


</td>
</td>
<td>
<td>
<BR>
File&gt;Save as<BR>
ShowWorkzone
SaveMapAs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Sides of Brush, change number
Save Position N of camera</td>
<td>Stores camera position. (restore with Load Position N.)
</td>
</td>
<td>
<td>
Convert selected brush to be N-sided
Ctrl+Alt+N (N=0 to 9)<br>
</td>
SavePositionN</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Ctrl+N<BR>
Save Region
Brush[N]Sided
</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>
File&gt;Save region<BR>
SaveRegion
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Simple Patch Mesh
Save Selected
</td>
</td>
<td>
<td>Saves the current selected items as a map file.
 
</td>
</td>
<td>
<td>
Shift+P<BR>
File&gt;Save Selected<BR>
SimplePatchMesh
SaveSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Snap To Grid
Save selected as prefab</td>
</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>Snaps selected to grid.
 
</td>
<td>
<td>
<p>Ctrl+G<br>
File &gt; Save selected as prefab<br>
Grid&gt;snap selected to grid
SaveSelectedAsPrefab
<BR>
SnapToGrid
</p>
</td>
</td>
</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>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Split Selected
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>
Shift+Return<BR>
Shift+A<BR>
SplitSelected
SelectAllOfType
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Stim Response Editor
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>
</td>
Edit&gt;Expand selection to whole entities<br>
<td>
ExpandSelectionToEntities
<BR>
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Stitch Patch Texture
Select children
</td>
</td>
<td>
<td>Deselects entities of selection so only child primitives remain selected.


</td>
</td>
<td>
<td>
<BR>
Edit&gt;Select children<BR>
StitchPatchTexture
SelectChildren
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Store Position N of camera</td>
Select Complete Tall</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
TopBbar: [[Image:DRscTallBut.jpg]]<br>
Edit&gt;Select Complete Tall<BR>
SelectCompleteTall
</td>
</td>
<td>
</tr>
Ctrl+Alt+N (N=0 to 9)<br>
<tr valign="top" align="left">
SavePositionN</td>
<td>Select Cycle Face Selection</td>
<td>Cycle Face Selection in camera view ??</td>
<td>Ctrl+Shift+Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Surface Inspector of texture properties</td>
Select Edges</td>
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
<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>
<td>
View&gt;Surface inspector<br>
E<br>
S<BR>
TopBbar: [[Image:DRsEdges.jpg]]<br>
SurfaceInspector
Modify&gt;Components&gt;Edges<br>
 
DragEdges
</td>
</td>
</tr>
</tr>
 
<tr valign="top" align="left">
</table>
<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>
===T to Z===
<td>TopBbar: [[Image:DRsEntities.jpg]]</td>
<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>
 
<tr valign="top" align="left">
<tr valign="bottom" align="center">
<td>Select exclusive &amp; cycle below cursor</td>
<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>
<B>CONTROL</B>
<td>Shift+Alt+LMB<br>
</td>
Esc to deselect all
<td>
<B>DESCRIPTION</B>
</td>
<td>
<B>DEFAULT KEY<BR>
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture
Select Faces</td>
copy</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>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.


</td>
</td>
<td>
<td>
Edit&gt;Copy shader<br>
F<br>
CopyShader
TopBbar: [[Image:DRsFaces.jpg]]
<br>
Modify&gt;Components&gt;Faces<br>
 
DragFaces
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Textures Find and Replace
Select Game</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</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.
P&gt;Preferences&gt;Game<br>
</td>
 
<td>
Edit&gt;Preferences&gt;Game
FindReplaceTextures
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture
Select Inside
paste</td>
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.


</td>
</td>
<td>
<td>
Edit&gt;Paste shader<br>
TopBbar: [[Image:DRsInside.jpg]]<br>
PasteShader
Edit&gt;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>
Texture Paste Natural
Select Tall, Complete
</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>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
Shift+Middle mouse button<br>
TopBbar: [[Image:DRscTallBut.jpg]]<br>
PasteShaderNatural
Edit&gt;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>
Texture Rotate Clock
Select Touching
</td>
</td>
<td>
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
 


</td>
</td>
<td>
<td>
Shift+Page_Down<BR>
TopBbar: [[Image:DRsTouch.jpg]]<br>
TexRotateClock
Edit&gt;Select touching<br>
 
SelectTouching
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Rotate Counter
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>
Alt+Page_Up<BR>
TopBbar: [[Image:DRsVertices.jpg]]<br>
TexRotateCounter
V<BR>
</td>
Modify>Components>Vertices<BR>
DragVertices</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Set grid size N</td>
Texture Scale Down
<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&gt;GridN<br>


</td>
SetGridN</td>
<td>
Ctrl+Down<BR>
TexScaleDown
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Left
Settings (Preferences)</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
 
</td>
</td>
<td>
<td>
P<br>
Edit&gt;Preferences<br>


</td>
Preferences
<td>
Ctrl+Left<BR>
TexScaleLeft
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Right
Shortcut keys Command List
</td>
</td>
<td>Shows list of commands and user-set shortcut keys assigned to them.</td>
<td>
<td>
 
Help&gt;Shortcuts List<br>
</td>
ShowCommandList
<td>
Ctrl+Right<BR>
TexScaleRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Up
Show Angles
</td>
</td>
<td>
<td>Show angles ??


</td>
</td>
<td>
<td>
Ctrl+Up<BR>
View&gt;Show&gt;Show Angles (also in Preferences&gt;Orthoview)<BR>
TexScaleUp
ShowAngles
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Down
Show Axes
</td>
</td>
<td>
<td>Show Axes ??


</td>
</td>
<td>
<td>
Shift+Down<BR>
View&gt;Show&gt;Show Axes (also in Preferences&gt;Orthoview)<BR>
TexShiftDown
ShowAxes
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Left
Show Blocks
</td>
</td>
<td>
<td>Show blocks in XYZ orthoview


</td>
</td>
<td>
<td>
Shift+Left<BR>
View&gt;Show&gt;Show Blocks (also in Preferences&gt;Orthoview)<BR>
TexShiftLeft
ShowBlocks
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Right
Show Camera
</td>
</td>
<td>
<td>Shows/closes camera view window


</td>
</td>
<td>
<td>
Shift+Right<BR>
Ctrl+Shift+C<br>
TexShiftRight
View&gt;Camera view<br>
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Up
Show Console
</td>
</td>
<td>
<td>Shows/closes console text info window


</td>
</td>
<td>
<td>
Shift+Up<BR>
O (letter)<br>
TexShiftUp
View&gt;Console view<br>
 
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Flip S
Show Command List
</td>
</td>
<td>Shows list of commands and user-set shortcut keys assigned to them.</td>
<td>
<td>
 
Help&gt;Shortcuts List<BR>
</td>
ShowCommandList
<td>
<BR>
TexToolFlipS
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Flip T
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>
<BR>
View&gt;Show&gt;Show Coordinates<BR>
TexToolFlipT
ShowCoordinates
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Grid Down
Show Crosshairs
</td>
</td>
<td>
<td>
 
Toggle Crosshairs (grid) on and off
</td>
</td>
<td>
<td>
Shift+minus<BR>
Shift+X<BR>
TexToolGridDown
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Grid Up
Show entity Inspector
</td>
</td>
<td>
<td>Shows/closes entity inspector with entity properties
 
</td>
</td>
<td>
<td>
Shift+plus<BR>
N<br>
TexToolGridUp
View&gt;Entity inspector<br>
 
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Merge Items
Show Hidden
</td>
</td>
<td>
<td>
 
Shows hidden items. Reveals ALL hidden items. (See Hide)
</td>
</td>
<td>
<td>
Alt+M<BR>
Shift+H<BR>
TexToolMergeItems
View > Hide/Show<BR>
ShowHidden
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Select Related
Show In Use
</td>
</td>
<td>
<td>??


</td>
</td>
<td>
<td>
<BR>
<BR>
TexToolSelectRelated
ShowInUse
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Snap To Grid
Show Lights Radii
</td>
</td>
<td>Shows/hides the area covered by every light.</td>
<td>
<td>
 
Ctrl+Alt+Shift+F<br>
</td>
TopBbar: [[Image:DRshowLights.jpg]]
<td>
<br>
Ctrl+Shift+G<BR>
ToggleShowAllLightRadii
TexToolSnapToGrid
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Toggle Grid
Show Names
</td>
</td>
<td>
<td>Shows entity names in XYZ orthoview


</td>
</td>
<td>
<td>
<BR>
View&gt;Show&gt;Show Names (also in Preferences&gt;Orthoview)<BR>
TexToolToggleGrid
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Natural
Show texture browser
</td>
</td>
<td>
<td>Shows/closes texture browser window
 


</td>
</td>
<td>
<td>
Ctrl+N<BR>
T<br>
TextureNatural
View&gt;Texture browser<br>
 
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool
Show Window Outline
</td>
</td>
<td>
<td>Shows Window Outline
??


</td>
</td>
<td>
<td>
Ctrl+Alt+T<BR>
View&gt;Show&gt;Show Window Outline<BR>
TextureTool
ShowWindowOutline
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Thicken Patch
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&gt;Show&gt;Show Workzone (also in Preferences&gt;Orthoview)<BR>
</td>
ShowWorkzone
<td>
Ctrl+T<BR>
ThickenPatch
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Tog Texture Lock
Sides of Brush, change number
</td>
</td>
<td>
<td>
 
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Shift+T<BR>
Ctrl+N<BR>
TogTexLock
Brush[N]Sided
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Camera
Simple Patch Mesh
</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>
Shift+P<br>
Patch&gt;Simple patch mesh
<BR>
SimplePatchMesh
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Size Info and coordinates of Selected Toggle</td>
<td>Shows size info and coordinates of selected in XYZ orthoview


</td>
</td>
<td>
<td>
Ctrl+Shift+C<BR>
View&gt;Show&gt;Show size info<br>
ToggleCamera
(also in Preferences&gt;Orthoview)
<br>
ToggleShowSizeInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Clipper
Name Toggle</td>
<td>Shows/hides all entity names in XYZ orthoview
 
</td>
</td>
<td>
<td>
Toggles between Clipper and Resize-Move modes
ShowNames<br>
</td>
 
<td>
X<BR>
Left Toolbar<BR>
ToggleClipper
</td>
</td>
</tr>
</tr>
 
<tr valign="top" align="left">
<td>Slice brush</td>
<td>See Clipper Mode</td>
<td>&nbsp;</td>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Console
Snap To Grid
</td>
</td>
<td>
<td>Snaps selected to  grid.


</td>
</td>
<td>
<td>
O<BR>
<p>Ctrl+G<br>
ToggleConsole
LeftBbar: [[Image:DRsnapGrid.jpg]]<br>
 
Grid&gt;snap selected to grid
<BR>
SnapToGrid
</p>
</td>
</td>
</tr>
</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 valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Crosshairs
Source and Receptron (Stim and Response) Editor
</td>
</td>
<td>
<td>Displays Stim/Response editor. Must have single entity selected.
Toggle Crosshairs (grid) on and off
</td>
</td>
<td>
<td>
Shift+X<BR>
Entity&gt;Stim/Response<br>
Edit>Preferences>Orthoview<BR>
StimResponseEditor
ToggleCrosshairs
</td>
</td>
</tr>
</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">
<tr valign="top" align="left">
<td>
<td>
Toggle Cubic Clip
Sphere-shaped brush
</td>
<td>Converts selected brush to sphere shape
of N&#178 faces where N can be 3 (9 faces) to 7 (49 faces.)
</td>
</td>
<td>
<td>
 
Brush&gt;sphere<br>
BrushSphere
</td>
</td>
</tr>
<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+F<BR>
Shift+Return<br>
ToggleCubicClip
Brush&gt;Clipper&gt;Clip Selection<br>
 
SplitSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Entity Inspector
Stim and Response Editor
</td>
</td>
<td>
<td>Displays Stim/Response editor. Must have single entity selected.
 
</td>
</td>
<td>
<td>
N<BR>
Entity&gt;Stim/Response<BR>
ToggleEntityInspector
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Free Model Rotation
Stitch Patch Texture
</td>
</td>
<td>
<td>This command tries to make the texture transition of two selected patches seamless.


</td>
</td>
<td>
<td>
<BR>
<BR>
ToggleFreeModelRotation
StitchPatchTexture
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Grid in orthoview
Store Position N of camera</td>
</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Hides/shows XYZ orthoview grid
</td>
</td>
<td>
<td>
key: 0 (zero)<BR>
Ctrl+Alt+N (N=0 to 9)<br>
ToggleGrid
SavePositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Light Inspector
Subtract brushes (CSG)
</td>
</td>
<td>
<td>
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more.
<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>
J<BR>
Shift+U<br>
ToggleLightInspector
LeftBbar: [[Image:DRcsgSub.jpg]]
</td>
<br>
CSGSubtract</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Pointfile
Surface Inspector of texture properties</td>
</td>
<td>Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved.
<td>Uses  Pointfile  info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.
 
</td>
</td>
<td>
<td>
File&gt;Pointfile<BR>
S<br>
TogglePointfile
View&gt;Surface inspector<br>
SurfaceInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>
Toggle Preview
</td>
<td>


</td>
</table>
<td>
F3<BR>
TogglePreview
</td>
</tr>
<tr valign="top" align="left">
<td>
Toggle Rotation Pivot
</td>
<td>


===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>
<td>
<td>
Ctrl+R<BR>
<B>DESCRIPTION</B>
ToggleRotationPivot
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Toggle Show All Light Radii
<B>DEFAULT KEY<BR>
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
<tr valign="top" align="left">
<td>
<td>
Texture Browser (chosen textures)</td>
<td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.)


</td>
</td>
<td>
<td>
Ctrl+Alt+Shift+F<BR>
T<br>
ToggleShowAllLightRadii
View&gt;Texture browser<br>
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Show Size Info
Texture Media browser (all textures) </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>
Texture copy</td>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.


</td>
</td>
<td>
<td>
<BR>
Edit&gt;Copy shader<br>
ToggleShowSizeInfo
CopyShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Vertices Drag
Texture Find and Replace
</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.
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>
V<BR>
FindReplaceTextures
Top Toolbar<BR>
Modify>Components>Vertices<BR>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Transform Dialog
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&gt;Surface Inspector<br>
TopBbar: [[Image:DRtexLock.jpg]]<br>
Brush&gt;Texture lock
<br>
TogTexLock
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Texture paste</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.


</td>
</td>
<td>
<td>
<BR>
Edit&gt;Paste shader<br>
TransformDialog
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Undo
Texture Paste Natural
</td>
</td>
<td>Undo the last actual change (does not undo selections.) Number of undo's set in Preferences.
<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>
Edit&gt;Undo<br>
Shift+Middle mouse button<br>
Ctrl+Z<BR>
PasteShaderNatural
Undo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Ungroup Selection
Texture properties Surface Inspector</td>
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
</td>
</td>
<td>
<td>
 
S<br>
</td>
View&gt;Surface inspector<br>
<td>
SurfaceInspector
<BR>
UngroupSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Unselect Selected
Texture Rotate</td>
<td>Rotates the selected texture clockwise or counter-clockwise in the steps set  for rotation in Surface Inspector
 
</td>
</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>
Shift+Page_Down<BR>
TexRotateClock<br>
<br>
Alt+Page_Up<br>
TexRotateCounter


</td>
<td>
Edit&gt;Clear Selection<br>
Esc<br>
UnSelectSelection
</td>
</td>
</tr>
</tr>
Line 4,040: Line 4,759:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Up Floor
Texture Scale</td>
</td>
<td> Scales the selected texture in the steps set for scale in Surface Inspector.
<td>


</td>
</td>
<td>
<td>
Page_Up<BR>
Ctrl+Up/Down/Left/Right<br>
UpFloor
TexScaleUp<br>
TexScaleDown<br>
TexScaleLeft<br>
TexScaleRight
</td>
</td>
</tr>
</tr>




<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Vertices Drag
Texture Shift (alignment scroll)
</td>
</td>
<td>
<td>Shifts (scrolls) the selected texture in the steps set for scale in Surface Inspector.
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>
Shift+Up/Down/Left/Right<br>
Top Toolbar<BR>
TexShiftUp<br>
Modify>Components>Vertices<BR>
TexShiftDown<br>
DragVertices
TexShiftLeft<br>
TexShiftRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Front
Texture Tool
</td>
</td>
<td>
<td>Toggle show/hide Texture Tool, an enhanced texture alignment tool (see [[Texture Tool]])
 
</td>
</td>
<td>
<td>
<BR>
Ctrl+Alt+T<br>
ViewFront
View&gt;Texture Tool<br>
TextureTool
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Side
Texture Tool Flip S
</td>
</td>
<td>
<td>see [[Texture Tool]]
 
</td>
</td>
<td>
<td>
<BR>
<br>
ViewSide
TexToolFlipS
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Tool Flip T
</td>
<td>see [[Texture Tool]]
</td>
<td>
<br>
TexToolFlipT
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Textures
Texture Tool Grid Down
</td>
<td>see [[Texture Tool]]
</td>
<td>
Shift+minus<BR>
TexToolGridDown
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
 
Texture Tool Grid Up
</td>
<td>see [[Texture Tool]]
</td>
</td>
<td>
<td>
T<BR>
Shift+plus<BR>
ViewTextures
TexToolGridUp
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Top
Texture Tool Merge Items
</td>
<td>see [[Texture Tool]]
</td>
<td>
Alt+M<BR>
TexToolMergeItems
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
 
Texture Tool Select Related
</td>
<td>see [[Texture Tool]]
</td>
</td>
<td>
<td>
<BR>
<BR>
ViewTop
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 &amp; rotation &amp; 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&gt;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&gt;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, &amp; is cancelled by, Clipper, Rotate, Move &amp; 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&gt;Matrix&gt;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&gt;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&gt;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&gt;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&gt;camera&gt;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&gt;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&gt;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&gt;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&gt;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&gt;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&gt;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&gt;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&gt;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&gt;Show&gt;Show Workzone (also in Preferences&gt;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&gt;revert group to worldspawn<br>
RMB orthoview menu&gt;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&gt;New XY view<br>
 
NewOrthoView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Zoom 1 0 0
Zoom 100%
</td>
</td>
<td>
<td>Set normal 100% zoom in XYZ orthoviews.


</td>
</td>
<td>
<td>
<BR>
View&gt;Orthoview&gt;Zoom 100%<BR>
Zoom100
Zoom100
</td>
</td>
Line 4,131: Line 5,228:
Zoom In
Zoom In
</td>
</td>
<td>
<td>Zooms in on all XYZ orthoviews
 
</td>
</td>
<td>
<td>
Delete<BR>
View&gt;Orthoview&gt;Zoom in<br>
Delete or mouse wheel
or Shift+RMB+drag forward<BR>
ZoomIn
ZoomIn
</td>
</td>
Line 4,143: Line 5,241:
Zoom Out
Zoom Out
</td>
</td>
<td>
<td>Zooms out on all XYZ orthoviews


</td>
</td>
<td>
<td>
Insert<BR>
View&gt;Orthoview&gt;Zoom out<br>
Insert or mouse wheel
or Shift+RMB+drag backward<BR>
ZoomOut
ZoomOut
</td>
</td>
Line 4,155: Line 5,255:
== How to Edit or Add to the Table of Controls ==
== How to Edit or Add to the Table of Controls ==


The Dark Radiant controls table is in HTML format. Each table row comprises the details for one control. You can insert a new row between other rows between the following...
Instruction on how to edit this table can be found on the [[Talk:Dark_Radiant_Controls%2C_Keys_%26_Mouse|Discussion page]].
 
</tr>
 
[INSERT NEW LINES HERE]
 
<tr valign="top" align="left">
 
The format for each row is as follows. Note that <nowiki><BR></nowiki> signfies a line break to force a new line. Just omit any non-applicables such as if there is no button or menu equivalent...
 
 
<tr valign="top" align="left">
 
<td>
 
SHORT CONTROL DESCRIPTION (eg, Crosshairs Toggle)
 
</td>
 
 
<td>
 
LONG DESCRIPTION, eg, toggle crosshairs on and off in orthoview grid
 
</td>
 
 
<td>
 
KEY (eg, Shift+X)<BR>
 
BUTTON  POSITION (eg, Left toolbar)<BR>
 
MENU ROUTE (eg, Edit>Preferences>Orthoview)<BR>
 
SHORTCUT NAME (eg, ToggleCrosshairs)
 
</td>
 
 
</tr>
 
 


[[Category:DarkRadiant]]
{{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 Click the left mouse button, RMB Click the right mouse button = Left, Right mouse buttons
  • MMB Click the middle mouse button = 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
TOOLBAR
MENU ROUTE
SHORTCUT NAME

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
ParentSelection

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)
ShowWorkzone

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
ShowAngles

Append to patch Append either two rows or two columns at either beginning or end of a patch.


Patch>append
PatchAppendColumnBeginning
PatchAppendColumnEnd
PatchAppendRowBeginning
PatchAppendRowEnd

Axes show Show Axes ??

View>Show>Show Axes
ShowAxes

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
BrushSphere

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.

Patch>Bevel
PatchBevel

Blocks show

Show blocks in XYZ orthoview

View>Show>Show Blocks
ShowBlocks

Brightness of lights

Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.

L
ToggleLightInspector

Brush, change number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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
BrushCone

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..
BrushExportCM

Brush Export as OBJ file

Save selected brushes as OBJ file for import into 3D modelling programs.

Edit>Export selected brushes to OBJ
BrushExportOBJ

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.

LeftBbar:
Brush>CSG>Make hollow
CSGHollow

Brushes Merge (CSG) Attempts to merge two or more brushes into one. Intended composite shape must be convex.

Ctrl+U
LeftBbar:
CSGMerge

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
BrushPrism

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.)

LeftBbar:
CSGRoom

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
BrushSphere

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.

Shift+U
LeftBbar:

CSGSubtract
Camera Shows/closes camera view window

View>Camera view
Ctrl+Shift+C
ToggleCamera

Camera Angle Down

Tilts camera view down. See also Camera Free Move as alternative.

Z
CameraAngleDown

Camera Angle Up

Tilts camera view up. See also Camera Free Move as alternative.

A
CameraAngleUp

Camera Back

Pulls camera view back. See also Camera Free Move as alternative.

Down
CameraBack

Camera center (level) view

levels camera view to horizontal. See also Camera Free Move as alternative.

End
View>camera>Center
CenterView

Camera Copy Shader, Texture

Copies texture from single selected face or patch to Dark Radiant's shader clipboard.

key:unassigned
Camera view:MMB
Edit>Copy shader
CopyShader

Camera Down

Lowers camera view vertically. See also Camera Free Move as alternative.

C
CameraDown

Camera Down Floor Moves camera down to next horizontal brush surface

Page_down
View>camera>down floor
DownFloor

Camera Forward

Move camera view forward. See also Camera Free Move as alternative.

Up
Mousewheel forward
CameraForward

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:
. Turn, look any direction.
. Ctrl+drag = up, down, strafe left & right
. Shift+Ctrl+drag = forward, backward, strafe left & right.

See also individual controls below assignable to keys

Camera Free Move Back

Move camera view back

Key: Down
Mousewheel backward
CameraFreeMoveBack

Camera Free Move Down

Move camera view down

Key: unassigned
CameraFreeMoveDown

Camera Free Move Forward

Move camera view forward

Key: Up
CameraFreeMoveForward

Camera Free Move Left

Move camera view left

Key: Left
CameraFreeMoveLeft

Camera Free Move Right

Move camera view right

Key: Right
CameraFreeMoveRight

Camera Free Move Up

Move camera view up

Key: unassigned
CameraFreeMoveUp

Camera Hide Shows/closes camera view window

View>Camera view
Ctrl+Shift+C
ToggleCamera

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 view>Ctrl+MMB
Edit>Paste shader
PasteShader

Camera Paste Texture All Surfaces of brush

Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.

Key:unassigned

Camera view>Ctrl+Alt+MMB
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 view>Ctrl+Shift+MMB
PasteShaderNatural

Camera Position N restore changes camera position to that saved previously with Save position N.

Alt+N (N=0 to 9)

LoadPositionN
Camera Position N save Stores camera position. (restore with Load Position N.)

Ctrl+Alt+N (N=0 to 9)

SavePositionN

Camera Right

Turn camera right

Right
CameraRight

Camera show

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Camera Strafe Left

Camera move Left

comma
CameraStrafeLeft

Camera Strafe Right

Camera Move Right

period
CameraStrafeRight

Camera Turn Turn in any direction in camera view RMB+drag
Camera Up Move Camera up

D
CameraUp

Camera Up Floor Moves camera up to next horizontal brush surface

Page_Up
View>camera>up floor

UpFloor

Camera window toggle Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

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.

Shift+C
LeftBbar:
Patch>cap selected
CapCurrentCurve

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.

Patch>End cap
PatchEndCap

Center (level) camera view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Center X Y View

Centres selection in current orthoview else centres camera if no selection

Ctrl+Alt+Tab
CenterXYView

Center X Y Views

Centres selection in all orthoviews else centres camera if no selection


Ctrl+Shift+Tab
CenterXYViews

Change number of sides of brush

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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
BrushPrism

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
Edit>Clear Selection

UnSelectSelection

Clipper Mode

(slice, clip, crop, selected brush.)

Mode:
Clipper Mode cancels, & is cancelled by, Rotate, Move/Resize, & Translate Modes.

Useage:
LMB on edges of selected brush to set and drag 2 or 3 points 0,1,2 in XYZ planes.

To Clip:
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.)

To Split:
Press Shift+Return (Enter) to split brush into two brushes, preserving both.

Mode:
X
LeftBbar:
ToggleClipper

Useage:
Key: Return (Enter)
Brush>Clipper>Clip Selection
ClipSelected

Shift+Return (Enter)
Brush>Clipper>Clip Selection
SplitSelected

Clipper Flip Sides In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clipper Mode)

Ctrl+Return
Brush>Clipper>Flip clip orientation

FlipClip

Clone Selected

Makes a duplicate of selected items at same position; selects them; unselects original.

SPACE
Edit>duplicate

CloneSelection

Close Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Close Console Shows/closes console text info window

O
View>Console view

ToggleConsole

Close entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Close texture browser

Shows/closes texture browser window with previously chosen textures (see also media browser for all.)


T
View>Texture browser

ViewTextures

Colour of lights

Display Light Inspector. Select Colour. Use colour selector or type in values direct.

L
ToggleLightInspector

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
ShowCommandList

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
BrushCone

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
PatchCone

Config (Preferences) Set Dark Radiant preferences. For display colours see Colours.

P
Edit>Preferences

Preferences

Connect Selection

Selected entity 1 targets selected entity 2

Entity>connect selected entities
Ctrl+K
ConnectSelection

Console show/hide Shows/closes console text info window

O
View>Console view

ToggleConsole

Convert brush, number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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
ShowCoordinates

Coordinates of items and size info show Shows size info and coordinates of selected in XYZ orthoview

View>Show>Show size info
(also in Preferences>Orthoview)
ToggleShowSizeInfo

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
Edit>Copy

Copy

Copy Shader, Texture

Copies texture from single selected face or patch to Dark Radiant's shader clipboard.

key:unassigned
Camera view:MMB
Edit>Copy shader
CopyShader

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
Edit>Preferences>Orthoview
ToggleCrosshairs

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.

LeftBbar:
Brush>CSG>Make hollow
CSGHollow

CSG Merge

brushes
Attempts to merge two or more brushes into one. Intended composite shape must be convex.

Ctrl+U
LeftBbar:
CSGMerge

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.)

LeftBbar:
CSGRoom

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.

Shift+U
LeftBbar:

CSGSubtract
Cubic Clip Camera mode Mode in which camera render distance can be controlled. Shift+F

TopBbar:
ToggleCubicClip

Cubic Clip Zoom In

Reduces render distance in camera view if Cubic Clip Camera view mode is set.

Ctrl+plus
View>Camera>far clip plane in
CubicClipZoomIn

Cubic Clip Zoom Out

Increases render distance in camera view if Cubic Clip Camera view mode is set.

Ctrl+minus
View>Camera>far clip plane out

CubicClipZoomOut

Curve creation Consider patch bevel, patch end cap, brush prism  

Curve Append Control Point

??

see NURBS Curves

LeftBbar:
CurveAppendControlPoint

Curve Catmull Rom Create ??

see NURBS Curves


CreateCurveCatmullRom

Curve Convert Type

??

see NURBS Curves

LeftBbar:
CurveConvertType

Curve NURBS Create ??

see NURBS Curves

LeftBbar:
CreateCurveNURBS

Curve Insert Control Point

??

see NURBS Curves

LeftBbar:
CurveInsertControlPoint

Curve Remove Control Point

??

see NURBS Curves

LeftBbar:
CurveRemoveControlPoint

Cycle Cap Texture Patch

??

Ctrl+Shift+N
CycleCapTexturePatch

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)
Patch>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

Delete patch, rows or columns Delete either two rows or two columns

at either beginning or end of a patch.


Patch>delete>
PatchDeleteColumnBeginning
PatchDeleteColumnEnd
PatchDeleteRowBeginning
PatchDeleteRowEnd

Delete Selected

Deletes selected items

BackSpace
Edit>Delete

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
Edit>Clear Selection

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)
Patch>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

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
BrushPrism

Down Floor Moves camera down to next horizontal brush surface

Page_down
View>camera>down floor

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
Modify>Components>Edges

DragEdges

Drag Entities

Toggles Drag Entities mode. ??

Modify>Components>Entities
DragEntities

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
Modify>Components>Faces

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.

V
TopBbar:
Modify>Components>Vertices

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
TopBbar:
Modify>Components>Edges

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.

Patch>End cap
PatchEndCap

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
View>Entity inspector

ToggleEntityInspector

Entity List

Toggles show/hide list of all entities in the map. Can select.

L
View>entity list

EntityList

Entity names show Show entity names in XYZ orthoview

View>Show>Show Names
ShowNames

Entity revert to worldspawn

Reverts primitives group entity back to worldspawn

Shift+G
Entity>revert group to worldspawn
RMB orthoview menu>revert to worldspawn
RevertToWorldspawn

Erase Selected

Deletes selected items

BackSpace
Edit>Delete

DeleteSelection

Exit Dark Radiant Close Dark Radiant

File>Exit
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
Edit>Expand selection to whole entities

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..
BrushExportCM

Export selected as OBJ file

Save selected brushes as OBJ file for import into 3D modelling programs.

Edit>Export selected brushes to OBJ
BrushExportOBJ

Export selected as prefab Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.

File > Save selected as prefab
SaveSelectedAsPrefab

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
TopBbar:
Modify>Components>Faces

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
View>Camera>far clip plane in
CubicClipZoomIn

Far Clip Plane Zoom Out

Increases render distance in camera view if Cubic Clip Camera view mode is set. ??

Ctrl+minus
View>Camera>far clip plane out

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'

FilterAll'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
View > Hide/Show
HideSelected

Find Brush

Makes brush #n input the selection. Or gives n if brush already selected. Buggy?

Map>Find brush
FindBrush

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
Brush>Clipper>Flip clip orientation

FlipClip

Flip (mirror) Selection X

Converts selected brushes or patches to mirror version of itself along the X plane

LeftBbar:
Modify>Mirror>Mirror X
MirrorSelectionX

Flip (mirror) Selection Y

Converts selected brushes or patches to mirror version of itself along the Y plane

LeftBbar:
Modify>Mirror>Mirror Y

MirrorSelectionY
Flip (mirror) Selection Z Converts selected brushes or patches to mirror version of itself along the Z plane

LeftBbar:
Modify>Mirror>Mirror Z
MirrorSelectionZ

Flip Texture X

Mirror texture in X plane

> Surface Inspector
FlipTextureX

Flip Texture Y

Mirror texture in Y plane

> Surface Inspector
FlipTextureY

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
ToggleLightInspector

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
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Game Select Select Game settings to specify Doom3 path and mod, eg, darkmod.

Key:P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

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
BrushSphere

Grid Down

Decrease grid size in steps as for Grid Size N

in orthoview.

plus
GridDown

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

SetGridN

Grid snap

Snaps selected to grid in orthoview.

Ctrl+G
LeftBbar:
Grid>snap selected to grid
SnapToGrid

Grid toggle show/hide in orthoview

Hides/shows XYZ orthoview grid

key: 0 (zero)
ToggleGrid

Grid Up

Increase grid size in steps as for Grid Size N

in orthoview.

minus
GridUp

Group Cycle Backward

??

Shift+ISO_Left_Tab
GroupCycleBackward

Group Cycle Forward

??

Tab
GroupCycleForward

Hide Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Hide Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

Hide entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Hide Light Radii

Shows/hides the area covered by every light.

Ctrl+Alt+Shift+F
TopBbar:
ToggleShowAllLightRadii

Hide Selected

Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)

H
View > Hide/Show
HideSelected

Hide texture browser

Shows/closes texture browser window

with previously chosen textures (see also media browser for all.)


T
View>Texture browser

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'

FilterAll'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

MRUOpenN
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.

LeftBbar:
Brush>CSG>Make hollow
CSGHollow

Horizontal (level) camera view

levels camera view to horizontal.

End
View>camera>Center

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
ImportMap

Info of Map List how many of all entities plus total number of entities, brushes, and patches.

M
Map>Map info
MapInfo

Insert into patch Insert either two rows or two columns at either beginning or end of a patch.

Patch>insert>
PatchInsertColumnBeginning
PatchInsertColumnEnd
PatchInsertRowBeginning
PatchInsertRowEnd

Insert Prefab

Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.

File > Load prefab
RMB orthoview context menu
LoadPrefab

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
Patch>Matrix>invert
InvertCurve

Invert Selected Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only.

I
Edt>Invert selection

InvertSelection

Keys and Command List

Shows list of commands and user-set shortcut keys assigned to them.

Help>Shortcuts List
ShowCommandList

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
Ctrl+Shift+K
NextLeakSpot

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
TogglePointfile

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
View>camera>Previous leak spot

PrevLeakSpot

Level (center) camera view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Light Inspector Toggle

Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more.

L
View>Light inspector

ToggleLightInspector

Light brightness

Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.

L
View>Light inspector

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
View>Light inspector

ToggleLightInspector

Lights, Show All Radii

Shows/hides the area covered by every light.

Ctrl+Alt+Shift+F
TopBbar:
ToggleShowAllLightRadii

Load Position N of camera changes camera position to that saved previously with Save position N.

Alt+N (N=0 to 9)

LoadPositionN

Load Prefab

Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.

File > Load prefab
Grid > Right click > Insert prefab
LoadPrefab

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
ShowWorkzone

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
TopBbar:
Brush>Texture lock
TogTexLock

Look Through Camera

Look Through Camera

??

View>Camera>Look Through Camera
LookThroughCamera

Look Through Selected

Look Through Selected

??

View>Camera>Look Through Selected
LookThroughSelected

Make Detail

 ??

Ctrl+M
Brush>Make detail

MakeDetail

Make Structural

??

Ctrl+Shift+S
Brush>Make structural
MakeStructural

Map Info

List how many of all entities plus total number of entities, brushes, and patches.

M
Map>Map info
MapInfo

Map, Open most recently used N Opens most recently used map N where N can be 1 to 11

File>1 to 11

MRUOpenN
Matrix Transpose, patch Same as invert ??

Ctrl+Shift+M
Patch>Matrix>transpose
MatrixTranspose

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.

Ctrl+U
LeftBbar:
CSGMerge

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
ImportMap

Mirror (flip) Selection X

Converts selected brushes or patches to mirror version of itself along the X plane

LeftBbar:
Modify>Mirror>Mirror X
MirrorSelectionX

Mirror (flip) Selection Y

Converts selected brushes or patches to mirror version of itself along the Y plane

LeftBbar:
Modify>Mirror>Mirror Y

MirrorSelectionY

Mirror (flip) Selection Z

Converts selected brushes or patches to mirror version of itself along the Z plane

LeftBbar:
Modify>Mirror>Mirror Z
MirrorSelectionZ

Mod setting/ selection Select Game settings to specify Doom3 path and mod, eg, darkmod.

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Model creation Create model assigned to func_static. RMB orthoview context menu
Models Refresh Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Model, free rotation ??

Modify>Free Model Rotation
ToggleFreeModelRotation

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

MRUOpenN

Mouse Rotate

Mode

Mode:
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.

Rotate:
LMB-drag within circle to freely rotate in all planes. Caution: brushes/patches may distort badly when snapping to grid during rotation.

LMB-drag outside of circle to rotate only in the plane of the axis of view.

Compare also Rotate & Scale Dialog

Mode:
Key: R
LeftBbar:
MouseRotate

Useage:
LMB-drag

Move & Resize Selection Mode

Mode:
Move & Resize Mode cancels, & is cancelled by, Clipper, Rotate & Translate Modes.

Move:
Drag LMB within selected to move. (may need touch collision model outline) See also other move, nudge, and mouse translate options.

Resize:
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

Mode:
Key: Q
LeftBbar:
MouseDrag

Useage:
LMB-drag

Move (Drag, Translate) in one plane (Mode)

Mode:
Move (Translate) Mode cancels, & is cancelled by, Clipper, Rotate, Move & Resize Modes.

Useage:
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.

W
LeftBbar:
MouseTranslate

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
Modify>Nudge>Nudge down
SelectNudgeDown

Move (nudge) Selection Left

Move selection one grid line left

Alt+Left Arrow key
Modify>Nudge>Nudge left
SelectNudgeLeft

Move (nudge) Selection Right

Move selection one grid line right

Alt+Right Arrow key
Modify>Nudge>Nudge right
SelectNudgeRight

Move (nudge) Selection Up

Move selection one grid line up

Alt+Up Arrow key
Modify>Nudge>Nudge up
SelectNudgeUp

Move Selection Down Move selection down one grid line (see also Nudge)

Shift+KP_Subtract
MoveSelectionDOWN

Move Selection Up Move selection up one grid line (see also Nudge)

Shift+KP_Add
MoveSelectionUP

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
Top Toolbar
Modify>Components>Vertices
DragVertices

N to S

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Names show

toggle
Shows/hides all entity names in XYZ orthoview

View>Show>Show Names
(also in Preferences>Orthoview)
ShowNames

New Map Clear all ready to create new map.

File>New Map
NewMap

New XYZ Orthoview window Creates new XYZ Orthoview window

Ctrl+Alt+N
View>New XY view

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
View>camera>Next leak spot

NextLeakSpot

Next View

Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side.

Ctrl+Tab
TopBbar:
View>Orthographic>Next

NextView

Normalise Texture

??

NormaliseTexture

Nudge (move) Selection Down

Move selection one grid line down.

Alt+Down Arrow key
Modify>Nudge>Nudge down
SelectNudgeDown

Nudge (move) Selection Left

Move selection one grid line left

Alt+Left Arrow key
Modify>Nudge>Nudge left
SelectNudgeLeft

Nudge (move) Selection Right

Move selection one grid line right

Alt+Right Arrow key
Modify>Nudge>Nudge right
SelectNudgeRight

Nudge (move) Selection Up

Move selection one grid line up

Alt+Up Arrow key
Modify>Nudge>Nudge up
SelectNudgeUp

Objectives Editor

Displays Mission Objectives Editor. See Objectives

Map>Objectives
ObjectivesEditor

Open Map

Load in a previously created map file.

Key: Ctrl+O
TopBbar:
File>Open
OpenMap

Open Map most recently used N Opens most recently used map N where N can be 1 to 11

File>1 to 11

MRUOpenN
Options (Preferences) Set Dark Radiant preferences. For display colours see Colours.

P
Edit>Preferences

Preferences

Orthoview cycle next view

Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side.

Ctrl+Tab
TopBbar:
View>Orthographic>Next

NextView

Orthoview window

creation
Creates new XYZ Orthoview window

Ctrl+Alt+N
View>New XY view

NewOrthoView

Overlay Dialog

Alt+O
OverlayDialog

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
ParentSelection

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
Edit>Paste

Paste

Paste to Camera

Pastes from Windows clipboard to centre on camera position.

Alt+V
Edit>Paste to camera

PasteToCamera
Paste Shader Pastes texture from Dark Radiant's shader clipboard to selected items.

Key:unassigned
Camera view>Ctrl+MMB
Edit>Paste shader
PasteShader

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
Camera view>Ctrl+Shift+MMB
PasteShaderNatural

Paste Texture

Pastes texture from Dark Radiant's shader clipboard to selected items.

Key:unassigned
Camera view>Ctrl+MMB
Edit>Paste shader
PasteShader

Paste Texture All Surfaces of brush

Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.

Key:unassigned

Camera view>Ctrl+Alt+MMB
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
Camera view>Ctrl+Shift+MMB
PasteShaderNatural

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>Simple patch mesh
SimplePatchMesh

Patch Append Append either two rows or two columns

at either beginning or end of a patch.


Patch>append
PatchAppendColumnBeginning
PatchAppendColumnEnd
PatchAppendRowBeginning
PatchAppendRowEnd

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>Bevel
PatchBevel

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>cap selected
CapCurrentCurve

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
PatchCone

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>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

Patch, delete rows or columns Delete either two rows or two columns

at either beginning or end of a patch.


Patch>delete>
PatchDeleteColumnBeginning
PatchDeleteColumnEnd
PatchDeleteRowBeginning
PatchDeleteRowEnd

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>End cap
PatchEndCap

Patch Insert

Insert either two rows or two columns at either beginning or end of a patch.

Patch>insert>
PatchInsertColumnBeginning
PatchInsertColumnEnd
PatchInsertRowBeginning
PatchInsertRowEnd

Patch Inspector

Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture)

Shift+S
View>patch inspector

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>Matrix>invert
InvertCurve

Patch, redisperse columns or rows

Spreads out the vertices evenly in either columns or rows of a patch.

Ctrl+Shift+E

Ctrl+E
Patch>matrix>redisperse>
RedisperseCols
RedisperseRows

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>Thicken selected patches
ThickenPatch

Patch transpose matrix Same as invert ??

Ctrl+Shift+M
Patch>Matrix>transpose
MatrixTranspose

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)
Patch>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

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
BrushPrism

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)
Patch>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

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
BrushPrism

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
TogglePointfile

Prefab insert

Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.

File > Load prefab
RMB orthoview context menu
LoadPrefab

Prefab save selected Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.

File > Save selected as prefab
SaveSelectedAsPrefab

Preferences

Set Dark Radiant preferences. For display colours see Colours.

P
Edit>Preferences

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
TogglePreview

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
View>camera>Previous leak spot

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
BrushPrism

Project Settings

Select Game settings to specify Doom3 path and mod, eg, darkmod.

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Pyramid-shape brush Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32

Brush>Cone
BrushCone

Recently used maps, open N Opens most recently used map N where N can be 1 to 11

File>1 to 11

MRUOpenN

Receptron and Source (Stim and Response) Editor

Displays Stim/Response editor. Must have single entity selected.

Entity>Stim/Response
StimResponseEditor

Redisperse patch columns or rows

Spreads out the vertices evenly in either columns or rows of a patch.

Ctrl+Shift+E

Ctrl+E
Patch>matrix>redisperse>
RedisperseCols
RedisperseRows

Redo

Restores the state prior to the last Undo

Ctrl+Y
Edit>Redo

Redo

Refresh Models

Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Refresh Shaders

Refresh the Texture Browser's list of textures used in current map - removes any unused.

T>Texture Browser>Flush & Reload Shaders Button
RefreshShaders

Region Off

Clears region filter to show whole map (except other filters and Hide.)

View>Region>Switch off
RegionOff

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
SaveRegion

Region Set from Brush

Hides all map except region defined by temporary selected brush (brush is deleted.)

View>Region>Set from brush
RegionSetBrush

Region Set from Selection

Hides all map except region defined by current selection.

Ctrl+Shift+R
View>Region>Set from selection

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
RegionSetXY

Reload Models Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Remove Selected Deletes selected items

BackSpace
Edit>Delete

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
TogglePreview

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
ParentSelection

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
TransformDialog

Resize Model

To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant

Resize & Move Selection Mode

Mode:
Move & Resize Mode cancels, & is cancelled by, Clipper, Rotate & Translate Modes.

Move:
Drag LMB within selected to move. (may need touch collision model outline) See also other move, nudge, and mouse translate options.

Resize:
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

Mode:
Key: Q
LeftBbar:
MouseDrag

Useage:
LMB-drag

Response and Stim Editor

Displays Stim/Response editor. Must have single entity selected.

Entity>Stim/Response
StimResponseEditor

Restore camera Position N changes camera position to that saved previously with Save position N.

Alt+N (N=0 to 9)

LoadPositionN
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
Patch>Matrix>invert
InvertCurve

Reverse Selected Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only.

I
Edt>Invert selection

InvertSelection

Revert To Worldspawn

Reverts primitives group entity back to worldspawn

Shift+G
Entity>revert group to worldspawn
RMB orthoview menu>revert to worldspawn
RevertToWorldspawn

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)
Patch>More cylinders>square, dense, very dense cylinders
PatchCylinder
PatchDenseCylinder
PatchSquareCylinder
PatchVeryDenseCylinder

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
BrushPrism

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.)

LeftBbar:
CSGRoom

Rotate func* entity around origin ? ? TopBbar:
Rotate Mode

Mode:
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.

Rotate:
LMB-drag within circle to freely rotate in all planes. Caution: brushes/patches may distort badly when snapping to grid during rotation.

LMB-drag outside of circle to rotate only in the plane of the axis of view.

Compare also Rotate & Scale Dialog

Mode:
Key: R
LeftBbar:
MouseRotate

Useage:
LMB-drag

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
TransformDialog

Rotate Selection X

Rotates the selection clockwise 90° round the X axis

LeftBbar:
Modify>Rotate>Rotate X

RotateSelectionX

Rotate Selection Y

Rotates the selection clockwise 90° round the Y axis

LeftBbar:
Modify>Rotate>Rotate Y
RotateSelectionY

Rotate Selection Z

Rotates the selection clockwise 90° round the Z axis

LeftBbar:
Modify>Rotate>Rotate Z

RotateSelectionZ
Rotation, Free Model Toggle ??

TopBbar:
Modify>Free Model Rotation
ToggleFreeModelRotation

Rotation Pivot Toggle ??

Ctrl+R
ToggleRotationPivot

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
BrushPrism

Save camera position N Stores camera position. (restore with Load Position N.)

Ctrl+Alt+N (N=0 to 9)

SavePositionN

Save Map

Save current map as map file.

Ctrl+S
TopBbar:
File>Save

SaveMap

Save Map As

Save current map with new name.

File>Save as
SaveMapAs

Save Position N of camera Stores camera position. (restore with Load Position N.)

Ctrl+Alt+N (N=0 to 9)

SavePositionN

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
SaveRegion

Save Selected

Saves the current selected items as a map file.

File>Save Selected
SaveSelected

Save selected as prefab Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.

File > Save selected as prefab
SaveSelectedAsPrefab

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.
  • 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.

Shift+A
SelectAllOfType

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
Edit>Expand selection to whole entities
ExpandSelectionToEntities

Select children

Deselects entities of selection so only child primitives remain selected.

Edit>Select children
SelectChildren

Select Complete Tall Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted.

TopBbar:
Edit>Select Complete Tall
SelectCompleteTall

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
TopBbar:
Modify>Components>Edges

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
TopBbar:
Modify>Components>Faces

DragFaces

Select Game Select Game settings to specify Doom3 path and mod, eg, darkmod.

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Select Inside

Selects all fully within the volume of temporary selected brush; brush is deleted.

TopBbar:
Edit>Select inside

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.

TopBbar:
Edit>Select Complete Tall
SelectCompleteTall

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.


TopBbar:
Edit>Select touching

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.

TopBbar:
V
Modify>Components>Vertices

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

SetGridN
Settings (Preferences) Set Dark Radiant preferences. For display colours see Colours.

P
Edit>Preferences

Preferences

Shortcut keys Command List

Shows list of commands and user-set shortcut keys assigned to them.

Help>Shortcuts List
ShowCommandList

Show Angles

Show angles ??

View>Show>Show Angles (also in Preferences>Orthoview)
ShowAngles

Show Axes

Show Axes ??

View>Show>Show Axes (also in Preferences>Orthoview)
ShowAxes

Show Blocks

Show blocks in XYZ orthoview

View>Show>Show Blocks (also in Preferences>Orthoview)
ShowBlocks

Show Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Show Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

Show Command List

Shows list of commands and user-set shortcut keys assigned to them.

Help>Shortcuts List
ShowCommandList

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
ShowCoordinates

Show Crosshairs

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

Show entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Show Hidden

Shows hidden items. Reveals ALL hidden items. (See Hide)

Shift+H
View > Hide/Show
ShowHidden

Show In Use

??


ShowInUse

Show Lights Radii

Shows/hides the area covered by every light.

Ctrl+Alt+Shift+F
TopBbar:
ToggleShowAllLightRadii

Show Names

Shows entity names in XYZ orthoview

View>Show>Show Names (also in Preferences>Orthoview)
ShowNames

Show texture browser

Shows/closes texture browser window


T
View>Texture browser

ViewTextures

Show Window Outline

Shows Window Outline

??

View>Show>Show Window Outline
ShowWindowOutline

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)
ShowWorkzone

Sides of Brush, change number

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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
Patch>Simple patch mesh
SimplePatchMesh

Size Info and coordinates of Selected Toggle Shows size info and coordinates of selected in XYZ orthoview

View>Show>Show size info
(also in Preferences>Orthoview)
ToggleShowSizeInfo

Name Toggle Shows/hides all entity names in XYZ orthoview

ShowNames

Slice brush See Clipper Mode  

Snap To Grid

Snaps selected to grid.

Ctrl+G
LeftBbar:
Grid>snap selected to grid
SnapToGrid

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
StimResponseEditor

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 N&#178 faces where N can be 3 (9 faces) to 7 (49 faces.)

Brush>sphere
BrushSphere

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
Brush>Clipper>Clip Selection

SplitSelected

Stim and Response Editor

Displays Stim/Response editor. Must have single entity selected.

Entity>Stim/Response
StimResponseEditor

Stitch Patch Texture

This command tries to make the texture transition of two selected patches seamless.


StitchPatchTexture

Store Position N of camera Stores camera position. (restore with Load Position N.)

Ctrl+Alt+N (N=0 to 9)

SavePositionN

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.

Shift+U
LeftBbar:

CSGSubtract
Surface Inspector of texture properties Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved.

S
View>Surface inspector
SurfaceInspector

T to Z

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Texture Browser (chosen textures) Shows/closes texture browser window with previously chosen textures (see also media browser for all.)


T
View>Texture browser
ViewTextures

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
CopyShader

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
TopBbar:
Brush>Texture lock
TogTexLock

Texture paste Pastes texture from Dark Radiant's shader clipboard to selected items.

Edit>Paste shader
PasteShader

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
PasteShaderNatural

Texture properties Surface Inspector Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved.

S
View>Surface inspector
SurfaceInspector

Texture Rotate Rotates the selected texture clockwise or counter-clockwise in the steps set for rotation in Surface Inspector

Shift+Page_Down
TexRotateClock

Alt+Page_Up
TexRotateCounter

Texture Scale Scales the selected texture in the steps set for scale in Surface Inspector.

Ctrl+Up/Down/Left/Right
TexScaleUp
TexScaleDown
TexScaleLeft
TexScaleRight

Texture Shift (alignment scroll)

Shifts (scrolls) the selected texture in the steps set for scale in Surface Inspector.

Shift+Up/Down/Left/Right
TexShiftUp
TexShiftDown
TexShiftLeft
TexShiftRight

Texture Tool

Toggle show/hide Texture Tool, an enhanced texture alignment tool (see Texture Tool)

Ctrl+Alt+T
View>Texture Tool
TextureTool

Texture Tool Flip S

see Texture Tool


TexToolFlipS

Texture Tool Flip T

see Texture Tool


TexToolFlipT

Texture Tool Grid Down

see Texture Tool

Shift+minus
TexToolGridDown

Texture Tool Grid Up

see Texture Tool

Shift+plus
TexToolGridUp

Texture Tool Merge Items

see Texture Tool

Alt+M
TexToolMergeItems

Texture Tool Select Related

see Texture Tool


TexToolSelectRelated

Texture Tool Snap To Grid

see Texture Tool

Ctrl+Shift+G
TexToolSnapToGrid

Texture Tool Toggle Grid

see Texture Tool


TexToolToggleGrid

Texture Natural

Sets selected texture to default: 0 shift & rotation & scale 0.25(varies??)

Ctrl+N
TextureNatural

Thicken Patch

Used on elected patch(es), 'Thicken' creates several patch walls to form a shell to simulate thick multi-surfaced patches.

Ctrl+T
Patch>Thicken selected patches
ThickenPatch

Transform Dialog

Displays dialog to rotate and scale in steps.

Modify>Rotate and scale
TransformDialog

Translate (Move, Drag) in one plane (Mode) Mode:

Move (Translate) Mode cancels, & is cancelled by, Clipper, Rotate, Move & Resize Modes.

Useage:
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.

W
LeftBbar:
MouseTranslate

Transpose, patch matrix Same as invert ??

Ctrl+Shift+M
Patch>Matrix>transpose
MatrixTranspose

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
BrushPrism

Undo

Undo the last actual change (does not undo selections.) Number of undo's set in Preferences.

Ctrl+Z
Edit>Undo

Undo

Ungroup Selection

??


UngroupSelection

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
Edit>Clear Selection

UnSelectSelection

Up Floor

Moves camera up to next horizontal brush surface

Page_Up
View>camera>up floor
UpFloor

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
Top Toolbar
Modify>Components> Vertices
DragVertices

View Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view
ToggleCamera

View Console

Shows/closes console text info window

O (letter)
View>Console view
ToggleConsole

View Entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector
ToggleEntityInspector

View Entity List

Toggles show/hide list of all entities in the map. Can select.

L
View>entity list
EntityList

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 browser
ViewTextures

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>Texture Tool
TextureTool

View Top

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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
BrushPrism

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)
ShowWorkzone

Worldspawn, revert to

Reverts primitives group entity back to worldspawn

Shift+G
Entity>revert group to worldspawn
RMB orthoview menu>revert to worldspawn
RevertToWorldspawn

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
View>New XY view

NewOrthoView

Zoom 100%

Set normal 100% zoom in XYZ orthoviews.

View>Orthoview>Zoom 100%
Zoom100

Zoom In

Zooms in on all XYZ orthoviews

View>Orthoview>Zoom in
Delete or mouse wheel or Shift+RMB+drag forward
ZoomIn

Zoom Out

Zooms out on all XYZ orthoviews

View>Orthoview>Zoom out
Insert or mouse wheel or Shift+RMB+drag backward
ZoomOut

How to Edit or Add to the Table of Controls

Instruction on how to edit this table can be found on the Discussion page.