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


</td>
</td>
<td>
<td>
Left<BR>
Down<BR>
CameraLeft
CameraBack
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Position N restore</td>
Camera center (level) view
<td>changes camera position to that saved previously with Save position N.
</td>
<td>levels camera view to horizontal. See also Camera Free Move as alternative.


</td>
</td>
<td>
<td>
Alt+N (N=0 to 9)<br>
End<br>
LoadPositionN</td>
View&gt;camera&gt;Center<br>
CenterView
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Position N save</td>
Camera Copy Shader, Texture
<td>Stores camera position. (restore with Load Position N.)
</td>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.
 
</td>
</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
key:unassigned<br>
SavePositionN</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 Right
Camera Down
</td>
</td>
<td>
<td>Lowers camera view vertically. See also Camera Free Move as alternative.
 
</td>
</td>
<td>
<td>
Right<BR>
C<BR>
CameraRight
CameraDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera show
Camera Down Floor</td>
</td>
<td>Moves camera down to next horizontal brush surface
<td>Shows/closes camera view window


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
Page_down<br>
Ctrl+Shift+C<br>
View&gt;camera&gt;down floor<br>
ToggleCamera
DownFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Strafe Left
Camera Forward
</td>
</td>
<td>
<td>Move camera view forward. See also Camera Free Move as alternative.


</td>
</td>
<td>
<td>
comma<BR>
Up<br>
CameraStrafeLeft
Mousewheel forward
<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 Right
<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>
period<BR>
Key: Down<br>
CameraStrafeRight
Mousewheel backward
<BR>
CameraFreeMoveBack
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Camera Up
Camera Free Move Down
</td>
</td>
<td>
<td>Move camera view down


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


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


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


</td>
right</td>
<td>
<td>
Shift+C<BR>
Key: Right<BR>
CapCurrentCurve
CameraFreeMoveRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Center (level) camera view
Camera Free Move Up
</td>
</td>
<td>levels camera view to horizontal.
<td>Move camera view up


</td>
</td>
<td>
<td>
View&gt;camera&gt;Center<br>
Key: unassigned<BR>
End<BR>
CameraFreeMoveUp
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Center X Y View
Camera Hide</td>
</td>
<td>Shows/closes camera view window
<td>


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


</td>
</td>
<td>
<td>Left<BR>
Ctrl+Shift+Tab<BR>
CameraLeft
CenterXYViews
</td>
</td>
</tr>
</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 valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Change number of sides of brush
Camera Paste Texture</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
 
</td>
</td>
<td>
<td>
Convert selected brush to be N-sided
 
</td>
Key:unassigned<br>
<td>
Camera view&gt;Ctrl+MMB<br>
Ctrl+N<BR>
Edit&gt;Paste shader<br>
Brush[N]Sided
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clear Selected</td>
Camera Paste Texture All Surfaces of brush
<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>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.


</td>
</td>
<td>
<td>
Edit&gt;Clear Selection<br>
 
Esc<br>
Key:unassigned<br>
UnSelectSelection
Camera view&gt;Ctrl+Alt+MMB</td>
</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>
Clipper Toggle
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.
Toggles between Clipper and Resize-Move modes
</td>
</td>
<td>
<td>
X<BR>
Key:unassigned<br>
Left Toolbar<BR>
Camera view&gt;Ctrl+Shift+MMB<br>
ToggleClipper
PasteShaderNatural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clip Selected
Camera Position N restore</td>
</td>
<td>changes camera position to that saved previously with Save position N.
<td>


</td>
</td>
<td>
<td>
Return<BR>
Alt+N (N=0 to 9)<br>
ClipSelected
LoadPositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Clone Selected
Camera Position N save</td>
<td>Stores camera position. (restore with Load Position N.)
</td>
</td>
<td>Makes a duplicate of selected items at same position; selects them; unselects original.
<td>
Ctrl+Alt+N (N=0 to 9)<br>
SavePositionN</td>
</tr>
<tr valign="top" align="left">
<td>
Camera Right
</td>
<td>Turn camera right


</td>
</td>
<td>
<td>
Edit&gt;duplicate<br>
Right<BR>
SPACE<BR>
CameraRight
CloneSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close Camera
Camera show
</td>
</td>
<td>Shows/closes camera view window
<td>Shows/closes camera view window
Line 626: Line 631:
</td>
</td>
<td>
<td>
Ctrl+Shift+C<br>
View&gt;Camera view<br>
View&gt;Camera view<br>
Ctrl+Shift+C<br>
 
ToggleCamera
ToggleCamera
</td>
</td>
Line 633: Line 639:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close Console</td>
Camera Strafe Left
<td>Shows/closes console text info window
</td>
<td>Camera move Left


</td>
</td>
<td>
<td>
View&gt;Console view<br>
comma<BR>
O<br>
CameraStrafeLeft
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Close entity Inspector
Camera Strafe Right
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Camera Move Right
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
period<BR>
N<br>
CameraStrafeRight
ToggleEntityInspector
</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 texture browser
Camera Up</td>
</td>
<td>Move Camera up
<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>
D<BR>
T<br>
CameraUp
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Colour of lights</td>
Camera Up Floor</td>
<td>
<td>Moves camera up to next horizontal brush surface
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
 
</td>
</td>
<td>
<td>
J<br>
Page_Up<br>
ToggleLightInspector
View&gt;camera&gt;up floor<br>
 
UpFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Connect Selection
Camera window toggle</td>
<td>Shows/closes camera view window
 
</td>
</td>
<td>
<td>
Ctrl+Shift+C<br>
View&gt;Camera view<br>


ToggleCamera
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Ctrl+K<BR>
Cap selected curved patch</td>
ConnectSelection
<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>
LeftBbar: [[Image:DRcap.jpg]]<br>
Patch&gt;cap selected
<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>
<td>
View&gt;Console view<br>
<p>Patch&gt;End cap<br>
O<br>
PatchEndCap<br>
ToggleConsole
<br>
[[Image:endCap1.jpg]]
</p>
<p>[[Image:endCap2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
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>


</td>
Preferences
<td>
<BR>
CurveRemoveControlPoint
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Cycle Cap Texture Patch
Connect Selection
</td>
</td>
<td>
<td>Selected entity 1 targets selected entity 2
 
</td>
</td>
<td>
<td>
Ctrl+Shift+N<BR>
Entity&gt;connect selected entities<br>
CycleCapTexturePatch
Ctrl+K<BR>
ConnectSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Delete Selected
Console show/hide</td>
</td>
<td>Shows/closes console text info window
<td>Deletes selected
 
items
</td>
</td>
<td>
<td>
Edit&gt;Delete<br>
O<br>
BackSpace<BR>
View&gt;Console view<br>
DeleteSelection
 
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Deselect Selected</td>
Convert brush, number of sides
<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>
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
Edit&gt;Clear Selection<br>
Ctrl+N<BR>
Esc<br>
Brush[N]Sided
UnSelectSelection
</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>
Down Floor</td>
Coordinates of grid show</td>
<td>Moves camera down to next horizontal brush surface
<td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.


</td>
</td>
<td>
<td>
View&gt;camera&gt;down floor<br>
View&gt;Show&gt;Show Coordinates<br>
Page_down<br>
ShowCoordinates
DownFloor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Edges
Coordinates of items and size info show</td>
</td>
<td>Shows size info and coordinates of selected in XYZ orthoview
<td>


</td>
</td>
<td>
<td>
E<BR>
View&gt;Show&gt;Show size info<br>
DragEdges
(also in Preferences&gt;Orthoview)
<br>
ToggleShowSizeInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Entities
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>
<BR>
Ctrl+C<br>
DragEntities
Edit&gt;Copy<br>
 
Copy
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Faces
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>
F<BR>
key:unassigned<br>
DragFaces
Camera view:MMB
<br>
Edit&gt;Copy shader<br>
CopyShader
</td>
</td>
</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>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Drag Vertices
Crosshairs Toggle
</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.
Toggle Crosshairs (grid) on and off in orthoview
</td>
</td>
<td>
<td>
V<BR>
Shift+X<BR>
Top Toolbar<BR>
Edit>Preferences>Orthoview<BR>
Modify>Components>Vertices<BR>
ToggleCrosshairs
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Edit Colour Scheme
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>
 
LeftBbar: [[Image:DRhollow.jpg]]<br>
</td>
Brush&gt;CSG&gt;Make hollow<br>
<td>
CSGHollow
<BR>
EditColourScheme
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Entity Inspector
CSG Merge
toggle show/hide</td>
brushes</td>
<td>Shows/closes entity inspector with entity properties
<td>Attempts to merge two or more brushes into one. Intended composite shape must be convex.
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
Ctrl+U<br>
N<br>
LeftBbar: [[Image:DRcsgMerg.jpg]]
ToggleEntityInspector
<br>
CSGMerge
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Entity List
CSG Room
</td>
brushes</td>
<td>Toggles show/hide  list of all entities in the map. Can select.
<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 list<br>
LeftBbar: [[Image:DRroom.jpg]]<br>
L<BR>
CSGRoom
EntityList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Erase Selected
CSG Subtract brushes
</td>
</td>
<td>Deletes selected
<td>
items
<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>
Edit&gt;Delete<br>
Shift+U<br>
BackSpace<br>
LeftBbar: [[Image:DRcsgSub.jpg]]
DeleteSelection
<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>
Exit
Cubic Clip Zoom In
</td>
</td>
<td>
<td>
Reduces render distance in camera view if Cubic Clip Camera view mode is set.</td>
<td>
<p>Ctrl+plus<br>
View&gt;Camera&gt;far clip plane in<br>


</td>
CubicClipZoomIn
<td>
</p>
<BR>
Exit
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Expand Selection To Entities
Cubic Clip Zoom Out
</td>
</td>
<td>Selects all  primitive children of an entity  if one child is selected.
<td>Increases render distance in camera view if Cubic Clip Camera view mode is set.</td>
Works also with Worldspawn entity.</td>
<td>
<td>
Edit&gt;Expand selection to whole entities<br>
Ctrl+minus<br>
Ctrl+Alt+E<BR>
View&gt;Camera&gt;far clip plane out<br>
ExpandSelectionToEntities
 
CubicClipZoomOut
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Curve creation</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>
Export collision model CM
Curve Append Control Point
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.)


see [[NURBS Curves]]


</p>
</td>
</td>
<td>
<td>
Edit&gt;Create collision model..<br>
LeftBbar: [[Image:DRappendNurbs.jpg]]<BR>
BrushExportCM
CurveAppendControlPoint
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
  Export selected as OBJ file
  Curve Catmull Rom Create</td>
</td>
<td>??
<td>Save selected brushes as OBJ file for import into 3D modelling programs.
 
see [[NURBS Curves]]


</td>
</td>
<td>
<td>
Edit&gt;Export selected brushes to OBJ<br>
<br>
BrushExportOBJ
CreateCurveCatmullRom
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Export selected as prefab</td>
Curve Convert Type
<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>??


<tr valign="top" align="left">
see [[NURBS Curves]]
<td>
Filter Allentities
</td>
<td>


</td>
</td>
<td>
<td>
<BR>
LeftBbar: [[Image:DRconvNurbs.jpg]]<BR>
FilterAllentities
CurveConvertType
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Brushes
Curve NURBS Create</td>
<td>??
see [[NURBS Curves]]
</td>
</td>
<td>
<td>
 
LeftBbar: [[Image:DRmakeNurbs.jpg]]<br>
</td>
CreateCurveNURBS
<td>
<BR>
FilterBrushes
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Caulk
Curve Insert Control Point
</td>
</td>
<td>
<td>??
 
see [[NURBS Curves]]


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


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


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+N<BR>
FilterCollisionsurfaces
CycleCapTexturePatch
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Decals
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>
FilterDecals
PatchDeleteColumnBeginning<br>
PatchDeleteColumnEnd<br>
PatchDeleteRowBeginning<br>
PatchDeleteRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Lights
Delete Selected
</td>
<td>Deletes selected items
</td>
</td>
<td>
<td>
BackSpace<br>
Edit&gt;Delete<br>


</td>
DeleteSelection
<td>
<BR>
FilterLights
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Nodraw Textures
Deselect Selected</td>
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third.
 
</td>
</td>
<td>
<td>
Esc<br>
Edit&gt;Clear Selection<br>


UnSelectSelection
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
Disks,  pipes, pillars, cylinders, or  rods: (patches, round or square)</td>
FilterNodrawTextures
<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>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Patches
Disk brush (prism)</td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
</td>
</td>
<td>
<td>
 
<p>Brush&gt;prism<br>
</td>
BrushPrism</p>
<td>
<p>[[Image:prismWedge.jpg]]
<BR>
</p>
FilterPatches
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</td>
</tr>
</tr>
Line 1,239: Line 1,399:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter (Hide) Selected
Down Floor</td>
<td>Moves camera down to next horizontal brush surface
 
</td>
</td>
<td>
<td>
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
Page_down<br>
</td>
View&gt;camera&gt;down floor<br>
<td>
 
H<BR>
DownFloor
View > Hide/Show<BR>
HideSelected
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Shadow Textures
Drag edges</td>
</td>
<td>Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.</td>
<td>
<td>
E<br>
Modify&gt;Components&gt;Edges<br>


</td>
DragEdges
<td>
<BR>
FilterShadowTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Trigger Textures
Drag Entities
</td>
</td>
<td>
<td>Toggles Drag Entities mode. ??


</td>
</td>
<td>
<td>
<BR>
Modify&gt;Components&gt;Entities<BR>
FilterTriggerTextures
DragEntities
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Visportals
Drag Faces
</td>
</td>
<td>
<td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush.


</td>
</td>
<td>
<td>
<BR>
F<br>
FilterVisportals
Modify&gt;Components&gt;Faces<br>
 
DragFaces
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Filter Worldgeometry
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>
FilterWorldgeometry
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>
Find Brush
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>


</td>
DragEdges
<td>
<BR>
FindBrush
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Find and Replace Textures
End Cap Patch</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>
<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 valign="top" align="left">
<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.
Entity Inspector
toggle show/hide</td>
<td>Shows/closes entity inspector with entity properties
</td>
</td>
<td>
<td>
FindReplaceTextures
N<br>
View&gt;Entity inspector<br>
 
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Flip Clip
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>
</tr>
<tr valign="top" align="left">
<td>
Entity names show</td>
<td>Show entity names in XYZ orthoview
</td>
</td>
<td>
<td>
Ctrl+Return<BR>
View&gt;Show&gt;Show Names<br>
FlipClip
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Flip Texture X
Entity revert to worldspawn
</td>
</td>
<td>
<td>Reverts primitives group entity back to worldspawn


</td>
</td>
<td>
<td>
<BR>
Shift+G<br>
FlipTextureX
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>
Flip Texture Y
Erase Selected
</td>
<td>Deletes selected items
</td>
</td>
<td>
<td>
BackSpace<br>
Edit&gt;Delete<br>


DeleteSelection
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
<BR>
Exit Dark Radiant</td>
FlipTextureY
<td>Close Dark Radiant
 
</td>
<td>
File&gt;Exit<BR>
Exit
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>
Expand Selection To Entities
</td>
<td>Selects all  primitive children of an entity  if one child is selected.
Works also with Worldspawn entity.</td>
<td>
Ctrl+Alt+E<br>
Edit&gt;Expand selection to whole entities<br>


ExpandSelectionToEntities
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Fog (on Light Inspector)
Export collision model CM file</td>
</td>
<td>
<td>
Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button.
<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>
J<BR>
Edit&gt;Create collision model..<br>
ToggleLightInspector
BrushExportCM
</td>
</td>
</tr>
</tr>
</table>
<tr valign="top" align="left">
 
===G to M===
<table
cellpadding="2"
border="1"
align="center"
width="100%">
 
<tr valign="bottom"  align="center">
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td>
</tr>
 
<tr valign="bottom" align="center">
<td>
<td>
<B>CONTROL</B>
Export selected as OBJ file
</td>
</td>
<td>
<td>Save selected brushes as OBJ file for import into 3D modelling programs.
<B>DESCRIPTION</B>
 
</td>
</td>
<td>
<td>
<B>DEFAULT KEY<BR>
Edit&gt;Export selected brushes to OBJ<br>
TOOLBAR<BR>
BrushExportOBJ
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Game Select</td>
Export selected as prefab</td>
<td>Select Game
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
File &gt; Save selected as prefab<br>
 
SaveSelectedAsPrefab
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>
Grid Down
Faces, drag</td>
<td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush.
 
</td>
</td>
<td>
<td>
F<br>
TopBbar: [[Image:DRsFaces.jpg]]
<br>
Modify&gt;Components&gt;Faces<br>


</td>
DragFaces
<td>
plus<BR>
GridDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Grid size N</td>
<td>Far Clip Plane Camera mode</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>Mode in which camera render distance can be controlled. ??</td>
<td>Grid&gt;GridN<br>
<td>TopBbar: [[Image:DRcubicClipBut.jpg]]</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
Far Clip Plane Zoom In
</td>
</td>
<td>Snaps selected to  grid.
<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>


</td>
CubicClipZoomIn
<td>
<p>Ctrl+G<br>
Grid&gt;snap selected to grid
<BR>
SnapToGrid
</p>
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid toggle show/hide in orthoview
Far Clip Plane Zoom Out
</td>
<td>Hides/shows XYZ orthoview grid
</td>
</td>
<td>Increases render distance in camera view if Cubic Clip Camera view mode is set. ??</td>
<td>
<td>
key: 0 (zero)<BR>
Ctrl+minus<br>
ToggleGrid
View&gt;Camera&gt;far clip plane out<br>
 
CubicClipZoomOut
</td>
</td>
</tr>
</tr>
Line 1,470: Line 1,673:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Grid Up
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>
 
minus<BR>
 
GridUp
 
</td>
 
 
 
<tr valign="top" align="left">
<td>Filter Region</td>
<td>see Region options</td>
<td>&nbsp;</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Group Cycle Backward
Filter (Hide) Selected
</td>
</td>
<td>
<td>
 
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
</td>
</td>
<td>
<td>
Shift+ISO_Left_Tab<BR>
H<BR>
GroupCycleBackward
View > Hide/Show<BR>
HideSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Group Cycle Forward
Find Brush
</td>
</td>
<td>
<td>Makes brush #n input the selection. Or gives n if brush already selected. Buggy?


</td>
</td>
<td>
<td>
Tab<BR>
Map&gt;Find brush<BR>
GroupCycleForward
FindBrush
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Camera
Find and Replace Textures
</td>
</td>
<td>Shows/closes camera view window
<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>
View&gt;Camera view<br>
FindReplaceTextures
Ctrl+Shift+C<br>
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Console
Flip Clip</td>
</td>
<td>In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left  (see Clip Selected)
<td>Shows/closes console text info window


</td>
</td>
<td>
<td>
View&gt;Console view<br>
Ctrl+Return<br>
O<br>
Brush&gt;Clipper&gt;Flip clip orientation<br>
ToggleConsole
 
FlipClip
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide entity Inspector
Flip (mirror) Selection X
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Converts selected brushes or patches to mirror version of itself along the X plane
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
LeftBbar: [[Image:DRxMirror.jpg]]<br>
N<br>
Modify&gt;Mirror&gt;Mirror X<br>
ToggleEntityInspector
MirrorSelectionX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide Selected
Flip (mirror) Selection Y
</td>
</td>
<td>
<td>Converts selected brushes or patches to mirror version of itself along the 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>
LeftBbar: [[Image:DRyMirror.jpg]]<br>
View > Hide/Show<BR>
Modify&gt;Mirror&gt;Mirror Y<br>
HideSelected
MirrorSelectionY</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Hide texture browser
Flip (mirror) Selection Z</td>
</td>
<td>Converts selected brushes or patches to mirror version of itself along the Z plane
<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>
LeftBbar: [[Image:DRzMirror.jpg]]<br>
T<br>
Modify&gt;Mirror&gt;Mirror Z<br>
ViewTextures
MirrorSelectionZ
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Horizontal  (level) camera view
Flip Texture X
</td>
</td>
<td>levels camera view to horizontal.
<td>Mirror texture in  X plane


</td>
</td>
<td>
<td>
View&gt;camera&gt;Center<br>
&gt; Surface Inspector<BR>
End<br>
FlipTextureX
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Import Map
Flip Texture Y
</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>Mirror texture in  Y plane
File &gt; Import<BR>
ImportMap
</td>
</tr>


<tr valign="top" align="left">
<td>
Insert Prefab
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
<p>File &gt; Load prefab<br>
&gt; Surface Inspector<BR>
Grid &gt; Right click &gt; Insert prefab
FlipTextureY
<BR>
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
Line 1,614: Line 1,815:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Invert Curve
Fog (on Light Inspector)
</td>
</td>
<td>
<td>
 
Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button.
</td>
</td>
<td>
<td>
Ctrl+I<BR>
L<BR>
InvertCurve
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Func_static, convert  (assign) selection to</td>
Invert Selected</td>
<td>Assign selection to func_static.</td>
<td>Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td>
<td>RMB orthoview context menu</td>
<td>
Edt&gt;Invert selection<br>
I<br>
InvertSelection
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>
Leak Spot
Next</td>
<td>Show next leak spot? (see also Pointfile.)


</td>
</table>
 
===G to M===
<table
cellpadding="2"
border="1"
align="center"
width="100%">
 
<tr valign="bottom"  align="center">
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td>
</tr>
 
<tr valign="bottom"  align="center">
<td>
<td>
View&gt;camera&gt;Next leak spot<br>
<B>CONTROL</B>
Ctrl+Shift+K<br>
NextLeakSpot
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Leak Pointfile
<B>DESCRIPTION</B>
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>
<B>DEFAULT KEY<BR>
TogglePointfile
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Leak Spot
Game Select</td>
Previous </td>
<td>Select Game
<td>Show previous leak spot? (see also Pointfile.)
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
Key:P&gt;Preferences&gt;Game<br>


Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
View&gt;camera&gt;Previous leak spot<br>
Globe-shaped brush
Ctrl+Shift+L<br>
</td>
PrevLeakSpot
<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>
Brush&gt;sphere<br>
BrushSphere
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Level (center) camera view
Grid Down
</td>
</td>
<td>levels camera view to horizontal.
<td>Decrease grid size in steps as for Grid Size N
 
in orthoview.
</td>
</td>
<td>
<td>
View&gt;camera&gt;Center<br>
plus<BR>
End<br>
GridDown
CenterView
</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>
Light Inspector Toggle
keys: 1(1) to 9(256)
</td>
<br>
<td>
Grid&gt;GridN
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more.
<br>
</td>
SetGridN</td>
<td>
View&gt;Light inspector<br>
J<BR>
ToggleLightInspector
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Light brightness
Grid snap
</td>
</td>
<td>
<td>Snaps selected to  grid in orthoview.
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
 
</td>
</td>
<td>
<td>
View&gt;Light inspector<br>
<p>Ctrl+G<br>
J<br>
LeftBbar: [[Image:DRsnapGrid.jpg]]<br>
ToggleLightInspector
 
Grid&gt;snap selected to grid
<br>
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Lights colour </td>
Grid toggle show/hide in orthoview
<td>
</td>
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
<td>Hides/shows XYZ orthoview grid
</td>
</td>
<td>
<td>
View&gt;Light inspector<br>
key: 0 (zero)<BR>
J<br>
ToggleGrid
ToggleLightInspector
</td>
</td>
</tr>
</tr>
Line 1,728: Line 1,943:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Load Position N of camera</td>
Grid Up
<td>changes camera position to that saved previously with Save position N.
</td>
<td>Increase grid size in steps as for Grid Size N
in orthoview.


</td>
</td>
<td>
<td>
Alt+N (N=0 to 9)<BR>
minus<BR>
LoadPositionN</td>
GridUp
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Load Prefab
Group Cycle Backward
</td>
<td>??
 
</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>
Shift+ISO_Left_Tab<BR>
Grid &gt; Right click &gt; Insert prefab
GroupCycleBackward
<BR>
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Look Through Camera
Group Cycle Forward
</td>
</td>
<td>Look Through Camera
<td>??
??


</td>
</td>
<td>
<td>
View&gt;Camera&gt;Look Through Camera<BR>
Tab<BR>
LookThroughCamera
GroupCycleForward
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Look Through Selected
Hide Camera
</td>
</td>
<td>Look Through Selected
<td>Shows/closes camera view window
??


</td>
</td>
<td>
<td>
View&gt;Camera&gt;Look Through Selected<BR>
Ctrl+Shift+C<br>
LookThroughSelected
View&gt;Camera view<br>
 
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1
Hide Console
</td>
</td>
<td>
<td>Shows/closes console text info window


</td>
</td>
<td>
<td>
<BR>
O (letter)<br>
MRUOpen1
View&gt;Console view<br>
 
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1 0
Hide entity Inspector
</td>
<td>Shows/closes entity inspector with entity properties
</td>
</td>
<td>
<td>
N<br>
View&gt;Entity inspector<br>


</td>
ToggleEntityInspector
<td>
<BR>
MRUOpen10
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 1 1
Hide Light 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>
<BR>
ToggleShowAllLightRadii
MRUOpen11
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 2
Hide Selected
</td>
</td>
<td>
<td>
 
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all)
</td>
</td>
<td>
<td>
<BR>
H<BR>
MRUOpen2
View > Hide/Show<BR>
HideSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 3
Hide texture browser
</td>
</td>
<td>
<td>Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
 


</td>
</td>
<td>
<td>
<BR>
T<br>
MRUOpen3
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 4
Hide (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>
</td>
FilterAll'Type'</td>
</tr>
<tr valign="top" align="left">
<td>
History: Open most recently used map N</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>
<td>
<BR>
File&gt;1 to 11<br>
MRUOpen4
MRUOpenN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 5
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>
MRUOpen5
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 6
Horizontal  (level) camera view
</td>
</td>
<td>
<td>levels camera view to horizontal.


</td>
</td>
<td>
<td>
<BR>
End<br>
MRUOpen6
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 7
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>
MRUOpen7
ImportMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
M R U Open 8
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>
MRUOpen8
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 9
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>
MRUOpen9
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Make Detail
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>
Ctrl+M<BR>
InvertCurve
MakeDetail
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Make Structural
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>
Ctrl+Shift+S<BR>
MakeStructural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Map Info
Keys and Command List
</td>
<td>
 
</td>
</td>
<td>Shows list of commands and user-set shortcut keys assigned to them.</td>
<td>
<td>
M<BR>
Help&gt;Shortcuts List<br>
MapInfo
ShowCommandList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Matrix Transpose
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>
Ctrl+Shift+M<BR>
View&gt;camera&gt;Next leak spot<br>
MatrixTranspose
Ctrl+Shift+K<br>
NextLeakSpot
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
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>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Merge (Import) Map
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>
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant.
File&gt;Pointfile<br>
</td>
TogglePointfile
<td>
File &gt; Import<BR>
ImportMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mirror Selection X
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>
<BR>
MirrorSelectionX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mirror Selection Y
Level (center) camera view
</td>
</td>
<td>
<td>levels camera view to horizontal.


</td>
</td>
<td>
<td>
<BR>
End<br>
MirrorSelectionY
View&gt;camera&gt;Center<br>
 
CenterView
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mirror Selection Z
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>
<BR>
L<br>
MirrorSelectionZ
View&gt;Light inspector<br>
 
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mod setting/ selection</td>
Light brightness
<td>Select Game
</td>
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness.
</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
L<br>
View&gt;Light inspector<br>


Edit&gt;Preferences&gt;Game
ToggleLightInspector
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Light creation</td>
Models
<td>Create a light</td>
Refresh</td>
<td>RMB orthoview context menu</td>
<td>Reloads all model resources used in map.
 
</td>
<td>
File&gt;Refresh models<br>
RefreshReferences
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Drag
Lights colour </td>
<td>
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
</td>
</td>
<td>
<td>
L<br>
View&gt;Light inspector<br>


</td>
ToggleLightInspector
<td>
Q<BR>
MouseDrag
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Rotate
Lights, Show All 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>
R<BR>
ToggleShowAllLightRadii
MouseRotate
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Mouse Translate
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>
W<BR>
<p>File &gt; Load prefab<br>
MouseTranslate
Grid &gt; Right click &gt; Insert prefab
<BR>
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Move Selection D O W N
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>
Shift+KP_Subtract<BR>
Shift+T or S&gt;Surface Inspector<br>
MoveSelectionDOWN
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>
Move Selection U P
Look Through Camera
</td>
</td>
<td>
<td>Look Through Camera
??


</td>
</td>
<td>
<td>
Shift+KP_Add<BR>
View&gt;Camera&gt;Look Through Camera<BR>
MoveSelectionUP
LookThroughCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Move Vertices
Look Through Selected
</td>
</td>
<td>
<td>Look Through Selected
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>
View&gt;Camera&gt;Look Through Selected<BR>
Top Toolbar<BR>
LookThroughSelected
Modify>Components>Vertices<BR>
DragVertices
</td>
</td>
</tr>
</tr>
</table>


===N to S===
<table
cellpadding="2"
border="1"
align="center"
width="100%">


<tr valign="bottom"  align="center">
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td>
</tr>


<tr valign="bottom" align="center">
 
 
 
 
 
 
 
<tr valign="top" align="left">
<td>
<td>
<B>CONTROL</B>
Make Detail
</td>
</td>
<td>
<td> ??
<B>DESCRIPTION</B>
 
</td>
</td>
<td>
<td>
<B>DEFAULT KEY<BR>
Ctrl+M<br>
TOOLBAR<BR>
Brush&gt;Make detail<br>
MENU ROUTE<BR>
 
SHORTCUT NAME</B>
MakeDetail
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
New Map
Make Structural
</td>
</td>
<td>Clear all ready to create new map.
<td>??


</td>
</td>
<td>
<td>
File&gt;New Map<BR>
Ctrl+Shift+S<br>
NewMap
Brush&gt;Make structural
<BR>
MakeStructural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
New XYZ Orthoview
Map Info
window</td>
</td>
<td>Creates new
<td>List how many of all entities plus total number of entities, brushes, and patches.</td>
XYZ Orthoview
window</td>
<td>
<td>
View&gt;New XY view<br>
M<br>
Ctrl+Alt+N<BR>
Map&gt;Map info<BR>
NewOrthoView
MapInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Next Leak Spot
Map, Open most recently used N</td>
</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>Show next leak spot? (see also Pointfile.)
<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>
View&gt;camera&gt;Next leak spot<br>
Ctrl+Shift+M<br>
Ctrl+Shift+K<BR>
Patch&gt;Matrix&gt;transpose
NextLeakSpot
<BR>
MatrixTranspose
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Next View
Media browser</td>
</td>
<td>Browse all available textures (see also texture browser for previously chosen.)</td>
<td>
<td>
 
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td>
</td>
<td>
Ctrl+Tab<BR>
NextView
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Normalise Texture
Merge brushes (CSG)</td>
<td>Attempts to merge two or more brushes into one. Intended composite shape must be convex.
</td>
</td>
<td>
<td>
 
Ctrl+U<br>
</td>
LeftBbar: [[Image:DRcsgMerg.jpg]]
<td>
<br>
<BR>
CSGMerge
NormaliseTexture
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Objectives Editor
Merge (Import) Map
</td>
</td>
<td>
<td>
 
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant.
</td>
</td>
<td>
<td>
<BR>
File &gt; Import<BR>
ObjectivesEditor
ImportMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Open Map
Mirror (flip) Selection X
</td>
</td>
<td>Load in a previously created map file.
<td>Converts selected brushes or patches to mirror version of itself along the X plane


</td>
</td>
<td>
<td>
File&gt;Open<br>
LeftBbar: [[Image:DRxMirror.jpg]]<br>
Ctrl+O<BR>
Modify&gt;Mirror&gt;Mirror X<BR>
OpenMap
MirrorSelectionX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Orthoview
Mirror (flip) Selection Y
window creation</td>
</td>
<td>Creates new
<td>Converts selected brushes or patches to mirror version of itself along the Y plane
XYZ Orthoview
 
window</td>
</td>
<td>
<td>
View&gt;New XY view<br>
LeftBbar: [[Image:DRyMirror.jpg]]<br>
Ctrl+Alt+N<br>
Modify&gt;Mirror&gt;Mirror Y<br>
NewOrthoView
MirrorSelectionY</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Overlay Dialog
Mirror (flip) Selection Z
</td>
</td>
<td>
<td>Converts selected brushes or patches to mirror version of itself along the Z plane


</td>
</td>
<td>
<td>
Alt+O<BR>
LeftBbar: [[Image:DRzMirror.jpg]]<br>
OverlayDialog
Modify&gt;Mirror&gt;Mirror Z<br>
MirrorSelectionZ
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Parent selected primitives</td>
Mod setting/ selection</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</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
P&gt;Preferences&gt;Game<br>
</td>
 
<td>
Edit&gt;Preferences&gt;Game
Edit&gt;Reparent primitives<br>
<br>
ParentSelection
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</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 valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste
Models Refresh</td>
</td>
<td>Reloads all model resources used in map.
<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>
Edit&gt;Paste<br>
File&gt;Refresh models<br>
Ctrl+V<BR>
RefreshReferences
Paste
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste to Camera
Model, free rotation</td>
</td>
<td>??</td>
<td>
<td>
<p>Pastes  from  Windows clipboard to centre on camera position.
Modify&gt;Free Model Rotation<br>
 
ToggleFreeModelRotation
</p>
</td>
</td>
<td>
</tr>
Edit&gt;Paste to camera<br>
<tr valign="top" align="left">
Alt+V<br>
<td>Monster_clip surround model</td>
PasteToCamera</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>
Paste Shader
Most recently used maps, open N</td>
</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
 
</td>
<td>
<td>
File&gt;1 to 11<br>
MRUOpenN</td>
</tr>


Edit&gt;Paste shader<BR>
<tr valign="top" align="left">
PasteShader
<td>
</td>
Mouse Rotate
</tr>
Mode</td>
<tr valign="top" align="left">
<td>
<td>
Paste Shader Natural
<p>'''Mode:'''<br>
</td>
Rotate
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details.
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>
Shift+Middle mouse button<BR>
<p>'''Mode:'''<br>
PasteShaderNatural
Key: R<br>
LeftBbar: [[Image:DRrotate.jpg]]<br>
 
MouseRotate
<br>
<br>
'''Useage:'''<br>
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Texture
Move &amp; Resize Selection Mode</td>
</td>
<td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<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>
<td>
<p>'''Mode:'''<br>
Key: Q<br>
LeftBbar: [[Image:DRdragResize.jpg]]<br>


Edit&gt;Paste shader<br>
MouseDrag<br>
PasteShader
<br>
'''Useage:'''<br>
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Texture Natural
Move (Drag, Translate) in one plane (Mode)</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.
<p>'''Mode:'''<br>
Move (Translate) Mode cancels, &amp; is cancelled by, Clipper, Rotate, Move &amp; Resize Modes.</p>
<p>'''Useage:'''<br>
In camera or orthoview, LMB any side of selection and origin pointer for that plane turns yellow. Then either side or within selection in that plane, LMB will drag only in that plane preventing sideslip. Compare also alternative 'Nudge', and 'Move (drag) selection in one plane' which are not locked modes.</p>
</td>
</td>
<td>
<td>
Shift+Middle mouse button<br>
W<br>
PasteShaderNatural
LeftBbar: [[Image:DRtranslate.jpg]]
<br>
MouseTranslate
</td>
</td>
</tr>
</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 valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Column Beginning
Move (nudge) Selection  Down
</td>
</td>
<td>
<td>Move selection one grid line down.


</td>
</td>
<td>
<td>
<BR>
Alt+Down Arrow key<br>
PatchAppendColumnBeginning
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 Append Column End
Move (nudge) Selection  Left
</td>
</td>
<td>
<td>Move selection one grid line left


</td>
</td>
<td>
<td>
<BR>
Alt+Left Arrow key<br>
PatchAppendColumnEnd
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 Append Row Beginning
Move (nudge) Selection  Right
</td>
</td>
<td>
<td>Move selection one grid line right


</td>
</td>
<td>
<td>
<BR>
Alt+Right Arrow key<br>
PatchAppendRowBeginning
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 Append Row End
Move (nudge) Selection  Up
</td>
</td>
<td>
<td>Move selection one grid line up


</td>
</td>
<td>
<td>
<BR>
Alt+Up Arrow key<br>
PatchAppendRowEnd
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 Bevel
Move Selection Down</td>
<td>Move selection down one grid line (see also Nudge)
</td>
</td>
<td>
<td>
 
Shift+KP_Subtract<BR>
</td>
MoveSelectionDOWN
<td>
<BR>
PatchBevel
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cone
Move Selection Up</td>
</td>
<td>Move selection up one grid line (see also Nudge)
<td>


</td>
</td>
<td>
<td>
<BR>
Shift+KP_Add<BR>
PatchCone
MoveSelectionUP
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cylinder
Move Vertices</td>
</td>
<td>
<td>
 
Toggles Drag Vertices mode. Enables  vertices of brushes and patches to be moved individually to reshape brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead.
</td>
</td>
<td>
<td>
<BR>
V<br>
PatchCylinder
Top Toolbar<br>
Modify>Components>Vertices<br>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>
Patch Delete Column Beginning
</td>
<td>


</td>
 
<td>
 
<BR>
</table>
PatchDeleteColumnBeginning
 
</td>
===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>
<tr valign="top" align="left">
 
<tr valign="bottom" align="center">
<td>
<td>
Patch Delete Column End
<B>CONTROL</B>
</td>
</td>
<td>
<td>
 
<B>DESCRIPTION</B>
</td>
</td>
<td>
<td>
<BR>
<B>DEFAULT KEY<BR>
PatchDeleteColumnEnd
TOOLBAR<BR>
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row Beginning
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>
PatchDeleteRowBeginning
(also in Preferences&gt;Orthoview)
<br>
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row End
New Map</td>
</td>
<td>Clear all ready to create new map.
<td>


</td>
</td>
<td>
<td>
<BR>
File&gt;New Map<BR>
PatchDeleteRowEnd
NewMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Dense Cylinder
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>
PatchDenseCylinder
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch End Cap
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>
PatchEndCap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Column Beginning
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>
PatchInsertColumnBeginning
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 Column End
Normalise Texture
</td>
</td>
<td>
<td>??


</td>
</td>
<td>
<td>
Ctrl+Shift+KP_Add<BR>
NormaliseTexture
PatchInsertColumnEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Row 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>
PatchInsertRowBeginning
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 Insert Row End
Nudge (move) Selection  Left
</td>
</td>
<td>
<td>Move selection one grid line left


</td>
</td>
<td>
<td>
Ctrl+KP_Add<BR>
Alt+Left Arrow key<br>
PatchInsertRowEnd
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 Inspector
Nudge (move) Selection  Right
</td>
</td>
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
<td>Move selection one grid line right
 
</td>
</td>
<td>
<td>
View&gt;patch inspector<br>
Alt+Right Arrow key<br>
Shift+S<BR>
Modify&gt;Nudge&gt;Nudge right
PatchInspector
<br>
SelectNudgeRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Square Cylinder
Nudge (move) Selection  Up
</td>
</td>
<td>
<td>Move selection one grid line up


</td>
</td>
<td>
<td>
<BR>
Alt+Up Arrow key<br>
PatchSquareCylinder
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 Very Dense Cylinder
Objectives Editor
</td>
</td>
<td>
<td>Displays Mission Objectives Editor. See [[Objectives]]
 
</td>
</td>
<td>
<td>
<BR>
Map&gt;Objectives<BR>
PatchVeryDenseCylinder
ObjectivesEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Pointfile
Open Map
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>Load in a previously created map file.


(see also Next and Previous leak spot.)
</td>
</td>
<td>
<td>
File&gt;Pointfile<br>
Key: Ctrl+O<br>
TogglePointfile
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>
Prefab insert
Open Map most recently used N</td>
</td>
<td>Opens most recently used map N where N can be 1 to 11</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>
File&gt;1 to 11<br>
Grid &gt; Right click &gt; Insert prefab
MRUOpenN</td>
<BR>
LoadPrefab
</p>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prefab save selected</td>
Options (Preferences)</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
 
</td>
<td>
<td>
File &gt; Save selected as prefab<br>
P<br>
SaveSelectedAsPrefab
Edit&gt;Preferences<br>
 
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Preferences
Orthoview cycle next view
</td>
</td>
<td>
<td>Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side.


</td>
</td>
<td>
<td>
P<BR>
Ctrl+Tab<br>
Preferences
TopBbar: [[Image:DRnextViewBut.jpg]]
</td>
<br>
</tr>
View&gt;Orthographic&gt;Next<br>


<tr valign="top" align="left">
NextView
<td>
Previous Leak Spot
</td>
<td>Show previous leak spot? (see also Pointfile.)
 
</td>
<td>
View&gt;camera&gt;Previous leak spot<br>
Ctrl+Shift+L<br>
PrevLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Project Settings
Orthoview
window<br>
creation</td>
<td>Creates new XYZ Orthoview window
</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>
Ctrl+Alt+N<br>
View&gt;New XY view<br>


Edit&gt;Preferences&gt;Game
NewOrthoView
<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
Overlay Dialog
</td>
</td>
<td>
<td>
Line 2,677: Line 2,988:
</td>
</td>
<td>
<td>
Ctrl+Shift+E<BR>
Alt+O<BR>
RedisperseCols
OverlayDialog
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redisperse Rows
Parent 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>
Ctrl+E<BR>
Edit&gt;Reparent primitives<br>
RedisperseRows
ParentSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redo
Paste
</td>
<td>Pastes  from  Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If  faces selected then the texture is copied from Dark Radiant's Shader Clipboard
 
 
</td>
</td>
<td>Restores
the state prior to the last Undo</td>
<td>
<td>
Edit&gt;Redo<br>
Ctrl+V<br>
Ctrl+Y<BR>
Edit&gt;Paste<br>
Redo
 
Paste
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Refresh Models
Paste to Camera
</td>
</td>
<td>Reloads all model resources used in map.
<td>
<p>Pastes  from  Windows clipboard to centre on camera position.


</p>
</td>
</td>
<td>
<td>
File&gt;Refresh models<BR>
Alt+V<br>
RefreshReferences
Edit&gt;Paste to camera<br>
</td>
 
PasteToCamera</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Refresh Shaders
Paste Shader</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
 
</td>
</td>
<td>
<td>


</td>
Key:unassigned<br>
<td>
Camera view&gt;Ctrl+MMB<br>
<BR>
Edit&gt;Paste shader<BR>
RefreshShaders
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Off
Paste Shader Natural
</td>
</td>
<td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details.
 
</td>
</td>
<td>
<td>
<BR>
Key:unassigned<br>
RegionOff
Camera view&gt;Ctrl+Shift+MMB<BR>
PasteShaderNatural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Save</td>
Paste Texture
<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>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.


<tr valign="top" align="left">
<td>
Region Set Brush
</td>
</td>
<td>
<td>


</td>
Key:unassigned<br>
<td>
Camera view&gt;Ctrl+MMB<br>
<BR>
Edit&gt;Paste shader<br>
RegionSetBrush
PasteShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set Selection
Paste Texture All Surfaces of brush
</td>
</td>
<td>
<td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.


</td>
</td>
<td>
<td>
Ctrl+Shift+R<BR>
 
RegionSetSelection
Key:unassigned<br>
</td>
Camera view&gt;Ctrl+Alt+MMB</td>
</tr>
<tr valign="top" align="left">
<td>Paste Texture Coordinates</td>
<td>Paste Texture Coordinates (only applies to Patch-to-Patch paste operations)</td>
<td>Key:unassigned<br>
Camera view&gt;Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set X Y
Paste Texture Natural
</td>
</td>
<td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see [[DarkRadiant - Paste Texture Natural]] for details.
 
</td>
</td>
<td>
<td>
<BR>
Key:unassigned<br>
RegionSetXY
Camera view&gt;Ctrl+Shift+MMB<br>
PasteShaderNatural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reload Models
Patch (flat, simple mesh)</td>
</td>
<td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview (see Invert Patch to reverse.) If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted.
<td>Reloads all model resources used in map.
If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td>
 
</td>
<td>
<td>
File&gt;Refresh models<br>
Shift+P<br>
RefreshReferences
Patch&gt;Simple patch mesh
<br>
SimplePatchMesh
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Remove Selected
Patch Append</td>
</td>
<td>Append either two rows or two columns
<td>Deletes selected
at either beginning or end of a patch.
items
 
 
</td>
</td>
<td>
<td>
Edit&gt;Delete<br>
Patch&gt;append<BR>
BackSpace<br>
PatchAppendColumnBeginning<br>
DeleteSelection
PatchAppendColumnEnd
<br>
PatchAppendRowBeginning<br>
PatchAppendRowEnd
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reparent selected primitives</td>
Patch Bevel</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>
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
<p>Patch&gt;Bevel<br>
PatchBevel<br>
<br>
[[Image:Bevel1.jpg]]
</p>
<p>[[Image:Bevel2.jpg]]
</p>
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
Patch cap selected curve</td>
<td>Caps both ends of a  selected curved patch by creating new patches of the same texture to cover the area outlined by the curve.</td>
<td>
<td>
Edit&gt;Reparent primitives<BR>
Shift+C<br>
ParentSelection
Patch&gt;cap selected
<br>
CapCurrentCurve
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Replace Textures
Patch Cone</td>
</td>
<td>Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone.  For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.</td>
<td>
<td>
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.
Patch&gt;cone<BR>
</td>
PatchCone
<td>
<p></p>
FindReplaceTextures
<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>
Rescale, Resize Model
Patch cylinders, pillars, disks, rods, or pipes: (round or square)</td>
</td>
<td>Creates  a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.)  To cap the ends use Cap Selection.</td>
<td>
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
</td>
<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>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Restore camera Position N</td>
Patch, delete rows or columns</td>
<td>changes camera position to that saved previously with Save position N.
<td>Delete either two rows or two columns
at either beginning or end of a patch.
 


</td>
</td>
<td>
<td>
Alt+N (N=0 to 9)<br>
Patch&gt;delete&gt;<BR>
LoadPositionN</td>
PatchDeleteColumnBeginning<br>
PatchDeleteColumnEnd<br>
PatchDeleteRowBeginning<br>
PatchDeleteRowEnd
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reverse Selected</td>
Patch End Cap
<td>Clears selected
</td>
and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </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>
Edt&gt;Invert selection<br>
<p>Patch&gt;End cap<BR>
I<br>
PatchEndCap<br>
InvertSelection
<br>
[[Image:endCap1.jpg]]
</p>
<p>[[Image:endCap2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Revert To Worldspawn
Patch Insert
</td>
</td>
<td>
<td>Insert either two rows or two columns at either beginning or end of a patch.
 
</td>
</td>
<td>
<td>
Shift+G<BR>
Patch&gt;insert&gt;<BR>
RevertToWorldspawn
PatchInsertColumnBeginning<br>
PatchInsertColumnEnd<br>
PatchInsertRowBeginning<br>
PatchInsertRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection X
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>
<td>
<BR>
Patch invert, reverse, surface or curve</td>
RotateSelectionX
<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>
 
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>
Rotate Selection Y
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>
<BR>
Ctrl+Shift+E<br>
RotateSelectionY
 
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>
Rotate Selection Z
Patch Thicken</td>
<td>Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced
patches.</td>
<td>
Ctrl+T<br>
Patch&gt;Thicken selected patches<br>
ThickenPatch
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Patch transpose matrix</td>
<td>Same as invert ??


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+M<br>
RotateSelectionZ
Patch&gt;Matrix&gt;transpose
<br>
MatrixTranspose
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save camera position N</td>
Pillars, cylinders, disks, rods, or pipes: (patches, round or square)</td>
<td>Stores camera position. (restore with Load Position N.)
<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>
Ctrl+Alt+N (N=0 to 9)<br>
SavePositionN</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map
Pillar (round)-shaped Brush
</td>
</td>
<td>Save current map as map file.
<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>
File&gt;Save<br>
Brush&gt;prism<br>
Ctrl+S<BR>
BrushPrism
SaveMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map As
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>Save current map with new name.
<td>
 
<p>Patch&gt;cylinder (round)<br>
</td>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
<td>
PatchCylinder<br>
File&gt;Save as<BR>
PatchDenseCylinder<br>
SaveMapAs
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Position N of camera</td>
Plate shape Brush
<td>Stores camera position. (restore with Load Position N.)
</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>
Ctrl+Alt+N (N=0 to 9)<br>
Brush&gt;prism<br>
SavePositionN</td>
BrushPrism
</td>
</tr>
<tr valign="top" align="left">
<td>Player Start move here</td>
<td>Moves Player Start to cursor</td>
<td>RMB orthoview context menu</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Region
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>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;Pointfile<br>
SaveRegion
TogglePointfile
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Selected
Prefab insert
</td>
<td>Saves the current selected items as a map file.
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
File&gt;Save Selected<BR>
<p>File &gt; Load prefab<br>
SaveSelected
RMB orthoview context menu<BR>
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save selected as prefab</td>
Prefab save selected</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
<td>
Line 2,992: Line 3,407:
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select All Of Type
Preferences
</td>
</td>
<td>
<td>Set Dark Radiant preferences. For display colours see Colours.


</td>
</td>
<td>
<td>
Shift+A<BR>
P<br>
SelectAllOfType
Edit&gt;Preferences<br>
 
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select all siblings of child.</td>
Preview Toggle</td>
<td>Selects all  primitive children of an entity  if one child is selected.
<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.
Works also with Worldspawn entity.</td>
 
</td>
<td>
<td>
Edit&gt;Expand selection to whole entities<br>
F3<br>
Ctrl+Alt+E<br>
TogglePreview
ExpandSelectionToEntities
</td>
</td>
</tr>
</tr>
Line 3,019: Line 3,437:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select children
Previous Leak Spot
</td>
</td>
<td>Deselects entities of selection so only child primitives remain selected.
<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>
Edit&gt;Select children<BR>
Ctrl+Shift+L<br>
SelectChildren
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>
Select Complete Tall
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>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>
<p>Brush&gt;prism<br>
Top button bar
BrushPrism</p>
<BR>
<p>[[Image:prismWedge.jpg]]
SelectCompleteTall
</p>
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Game</td>
Project Settings
</td>
<td>Select Game
<td>Select Game
  settings to specify Doom3 path and mod, eg, darkmod.</td>
  settings to specify Doom3 path and mod, eg, darkmod.</td>
Line 3,053: Line 3,477:
<br>
<br>
File&gt;Select Game
File&gt;Select Game
<br>
<BR>
ProjectSettings
ProjectSettings
</td>
</td>
Line 3,059: Line 3,483:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Inside
Pyramid-shape brush</td>
</td>
<td>Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.
 
</td>
</td>
<td>
<td>
Edit&gt;Select inside<br>
Brush&gt;Cone<br>
Top button bar
BrushCone
<BR>
SelectInside
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Down
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>
<tr valign="top" align="left">
<td>
Receptron and Source (Stim and Response) Editor
</td>
<td>Displays Stim/Response editor. Must have single entity selected.
</td>
</td>
<td>
<td>
Alt+Down<BR>
Entity&gt;Stim/Response<br>
SelectNudgeDown
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Left
Redisperse patch columns or rows
</td>
</td>
<td>
<td>Spreads out the vertices evenly in either columns or rows of a patch.


</td>
</td>
<td>
<td>
Alt+Left<BR>
Ctrl+Shift+E<BR>
SelectNudgeLeft
 
Ctrl+E<br>
Patch&gt;matrix&gt;redisperse&gt;
<br>
RedisperseCols
<br>
RedisperseRows
 
</td>
</td>
</tr>
</tr>
Line 3,100: Line 3,532:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Right
Redo
</td>
</td>
<td>Restores
the state prior to the last Undo</td>
<td>
<td>
Ctrl+Y<br>
Edit&gt;Redo<br>


</td>
Redo
<td>
Alt+Right<BR>
SelectNudgeRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Nudge Up
Refresh Models
</td>
</td>
<td>
<td>Reloads all model resources used in map.


</td>
</td>
<td>
<td>
Alt+Up<BR>
File&gt;Refresh models<BR>
SelectNudgeUp
RefreshReferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Touching
Refresh Shaders
</td>
</td>
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
<td>Refresh the Texture Browser's list of textures used in current map - removes any unused.
 


</td>
</td>
<td>
<td>
Edit&gt;Select touching<br>
T&gt;Texture Browser&gt;Flush &amp; Reload Shaders Button<BR>
Top button bar
RefreshShaders
<BR>
SelectTouching
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Vertices
Region Off
</td>
</td>
<td>
<td>Clears region filter to show whole map (except other filters and Hide.)
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>
View&gt;Region&gt;Switch off<BR>
Top Toolbar<BR>
RegionOff
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>
Region Save</td>
<td>Grid&gt;GridN<br>
<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>
keys: 1(1) to 9(256)
<td>
<br>
File&gt;Save region<br>
SetGridN</td>
SaveRegion
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Angles
Region Set from Brush
</td>
</td>
<td>
<td>Hides all map except region defined by temporary selected brush (brush is deleted.)


</td>
</td>
<td>
<td>
<BR>
View&gt;Region&gt;Set from brush<BR>
ShowAngles
RegionSetBrush
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Axes
Region Set from Selection
</td>
</td>
<td>
<td>Hides all map except region defined by current selection.


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+R<br>
ShowAxes
View&gt;Region&gt;Set from selection<br>
 
RegionSetSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Blocks
Region Set from XY TOP orthoview</td>
<td>Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides.
</td>
</td>
<td>
<td>
 
View&gt;Region&gt;Set <BR>
</td>
RegionSetXY
<td>
<BR>
ShowBlocks
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Reload Models
Show Camera
</td>
</td>
<td>Shows/closes camera view window
<td>Reloads all model resources used in map.


</td>
</td>
<td>
<td>
View&gt;Camera view<br>
File&gt;Refresh models<br>
Ctrl+Shift+C<br>
RefreshReferences
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Remove Selected
Show Console
</td>
</td>
<td>Shows/closes console text info window
<td>Deletes selected items
 
</td>
</td>
<td>
<td>
View&gt;Console view<br>
BackSpace<br>
O<br>
Edit&gt;Delete<br>
ToggleConsole
 
DeleteSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Command List
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>
<BR>
F3<br>
ShowCommandList
TogglePreview
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Coordinates
Reparent selected primitives</td>
</td>
<td>
<td>
 
Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives;  cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu
</td>
</td>
<td>
<td>
<BR>
Edit&gt;Reparent primitives<BR>
ShowCoordinates
ParentSelection
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Crosshairs
Replace Textures
</td>
</td>
<td>
<td>
Toggle Crosshairs (grid) on and off
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>
Shift+X<BR>
FindReplaceTextures
Edit>Preferences>Orthoview<BR>
</td>
ToggleCrosshairs
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show entity Inspector
Resize and Rotate Dialog
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<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>
View&gt;Entity inspector<br>
Modify&gt;Rotate and scale<br>
N<br>
TransformDialog
ToggleEntityInspector
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Hidden
Resize Model
</td>
</td>
<td>
<td>
Show hidden items. Reveals ALL hidden items. (See Hide)
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
</td>
</td>
<td>
<td>
Shift+H<BR>
View > Hide/Show<BR>
ShowHidden
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show In Use
Resize &amp; Move 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>
<td>
<p>'''Mode:'''<br>
Key: Q<br>
LeftBbar: [[Image:DRdragResize.jpg]]<br>


</td>
MouseDrag<br>
<td>
<br>
<BR>
'''Useage:'''<br>
ShowInUse
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Names
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>
ShowNames
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show texture browser
Restore camera Position N</td>
</td>
<td>changes camera position to that saved previously with Save position N.
<td>Shows/closes texture browser window
 


</td>
</td>
<td>
<td>
View&gt;Texture browser<br>
Alt+N (N=0 to 9)<br>
T<br>
LoadPositionN</td>
ViewTextures
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Window Outline
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>


</td>
Ctrl+I<br>
<td>
Patch&gt;Matrix&gt;invert<br>
<BR>
InvertCurve
ShowWindowOutline
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Workzone
Reverse 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>
ShowWorkzone
</td>
</td>
</tr>
</tr>
Line 3,358: Line 3,784:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Sides of Brush, change number
Revert To Worldspawn
</td>
</td>
<td>
<td>Reverts primitives group entity back to worldspawn
Convert selected brush to be N-sided
 
</td>
</td>
<td>
<td>
Ctrl+N<BR>
Shift+G<br>
Brush[N]Sided
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>
Simple Patch Mesh
Rods, pipes, pillars, disks, or cylinders (patches, round or square)</td>
</td>
<td>Creates  a  pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.)  To cap the ends use Cap Selection.</td>
<td>
<td>
 
<p>Patch&gt;cylinder (round)<br>
</td>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
<td>
PatchCylinder<br>
Shift+P<BR>
PatchDenseCylinder<br>
SimplePatchMesh
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
</tr>
Line 3,385: Line 3,813:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Snap To Grid
Rod-shaped Brush
</td>
</td>
<td>Snaps selected to grid.
<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>Ctrl+G<br>
Brush&gt;prism<br>
Grid&gt;snap selected to grid
BrushPrism
<BR>
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Split Selected
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>
Shift+Return<BR>
SplitSelected
</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>
Stim Response Editor
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>
StimResponseEditor
'''Useage:'''<br>
LMB-drag
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Stitch Patch Texture
Rotate and Resize Dialog
</td>
</td>
<td>
<td>Displays dialog to rotate and scale (resize) in steps. To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
 
</td>
</td>
<td>
<td>
<BR>
Modify&gt;Rotate and scale<br>
StitchPatchTexture
TransformDialog
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Store Position N of camera</td>
Rotate Selection X
<td>Stores camera position. (restore with Load Position N.)
</td>
<td>Rotates the selection clockwise 90&deg; round the X axis
</td>
</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
LeftBbar: [[Image:DRxRotate.jpg]]<br>
SavePositionN</td>
Modify&gt;Rotate&gt;Rotate X<BR>
</tr>
RotateSelectionX</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Surface Inspector of texture properties</td>
Rotate Selection Y
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
</td>
<td>Rotates the selection clockwise 90&deg; round the Y axis
</td>
</td>
<td>
<td>
View&gt;Surface inspector<br>
LeftBbar: [[Image:DRyRotate.jpg]]<br>
S<BR>
Modify&gt;Rotate&gt;Rotate Y<br>
SurfaceInspector
RotateSelectionY
</td>
</td>
</tr>
</tr>
 
<tr valign="top" align="left">
</table>
 
===T to Z===
<table
cellpadding="2"
border="1"
align="center"
width="100%">
 
<tr valign="bottom"  align="center">
<td colspan="3"><font size="4"><B>DARK RADIANT CONTROLS</B></font></td>
</tr>
 
<tr valign="bottom" align="center">
<td>
<td>
<B>CONTROL</B>
Rotate Selection Z
</td>
<td>Rotates the selection clockwise 90&deg; round the Z axis
</td>
</td>
<td>
<td>
<B>DESCRIPTION</B>
LeftBbar: [[Image:DRzRotate.jpg]]<br>
</td>
Modify&gt;Rotate&gt;Rotate Z<br>
RotateSelectionZ</td>
</tr>
<tr valign="top" align="left">
<td>
Rotation, Free Model Toggle</td>
<td>??</td>
<td>
<td>
<B>DEFAULT KEY<BR>
TopBbar: [[Image:DRfreeModRot.jpg]]<br>
TOOLBAR<BR>
Modify&gt;Free Model Rotation<br>
MENU ROUTE<BR>
ToggleFreeModelRotation
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td> Rotation Pivot Toggle</td>
<td>??
</td>
<td>
<td>
Texture (chosen) browser
Ctrl+R<br>
toggle</td>
ToggleRotationPivot
<td>Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
 
 
</td>
<td>
View&gt;Texture browser<br>
T<br>
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture (all) Media browser</td>
Round Brush</td>
<td>Browse all available textures (see also texture browser for previously chosen.)</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>
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td>
Brush&gt;prism<br>
BrushPrism
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture
Save camera position N</td>
copy</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.
 
</td>
</td>
<td>
<td>
Edit&gt;Copy shader<br>
Ctrl+Alt+N (N=0 to 9)<br>
CopyShader
SavePositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Textures Find and Replace
Save Map
</td>
</td>
<td>
<td>Save current map as map file.
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
Ctrl+S<br>
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>
Texture
Save Map As
paste</td>
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<td>Save current map with new name.


</td>
</td>
<td>
<td>
Edit&gt;Paste shader<br>
File&gt;Save as<BR>
PasteShader
SaveMapAs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Paste Natural
Save Position N of camera</td>
</td>
<td>Stores camera position. (restore with Load Position N.)
<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>
Ctrl+Alt+N (N=0 to 9)<br>
PasteShaderNatural
SavePositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture properties surface Inspector</td>
Save Region
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
</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>
View&gt;Surface inspector<br>
File&gt;Save region<BR>
S<br>
SaveRegion
SurfaceInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Rotate Clock
Save Selected
</td>
</td>
<td>
<td>Saves the current selected items as a map file.
 
</td>
</td>
<td>
<td>
Shift+Page_Down<BR>
File&gt;Save Selected<BR>
TexRotateClock
SaveSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Rotate Counter
Save selected as prefab</td>
</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
<td>
 
File &gt; Save selected as prefab<br>
</td>
SaveSelectedAsPrefab
<td>
Alt+Page_Up<BR>
TexRotateCounter
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>Scroll, pan, XYZ Orthoview</td>
<td>Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster.</td>
<td>RMB+drag</td>
</tr>
<tr valign="top" align="left">
<td>Select Add/ Subtract multi</td>
<td>Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview.</td>
<td>Shift+LMB</td>
</tr>
<tr valign="top" align="left">
<td>Select Add/ Subtract multi Faces</td>
<td>Adds or subtracts (select/ deselect) faces to/ from any already selected in camera view.</td>
<td>Shift+Ctrl+LMB</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Down
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>
Ctrl+Down<BR>
Shift+A<BR>
TexScaleDown
SelectAllOfType
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Left
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
Ctrl+Left<BR>
TexScaleLeft
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Right
Select children
</td>
</td>
<td>
<td>Deselects entities of selection so only child primitives remain selected.


</td>
</td>
<td>
<td>
Ctrl+Right<BR>
Edit&gt;Select children<BR>
TexScaleRight
SelectChildren
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Scale Up
Select Complete Tall</td>
</td>
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
 
TopBbar: [[Image:DRscTallBut.jpg]]<br>
</td>
Edit&gt;Select Complete Tall<BR>
<td>
SelectCompleteTall
Ctrl+Up<BR>
TexScaleUp
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Select Cycle Face Selection</td>
<td>Cycle Face Selection in camera view ??</td>
<td>Ctrl+Shift+Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Down
Select Edges</td>
</td>
<td>Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.</td>
<td>
<td>
E<br>
TopBbar: [[Image:DRsEdges.jpg]]<br>
Modify&gt;Components&gt;Edges<br>


DragEdges
</td>
</td>
<td>
</tr>
Shift+Down<BR>
<tr valign="top" align="left">
TexShiftDown
<td>Select Entities mode</td>
<td>When mode set then only entities can be selected and primitives, non-enitity primitives and patches, cannot be selected.</td>
<td>TopBbar: [[Image:DRsEntities.jpg]]</td>
</tr>
<tr valign="top" align="left">
<td>Select exclusive &amp; cycle below cursor</td>
<td>Select one item exclusively; any previous selections are deselected. Use Esc to deselect all. Cycles front to back all items below cursor, camera or orthoview, selecting one at a time, deselecting rest.</td>
<td>Shift+Alt+LMB<br>
Esc to deselect all
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Left
Select Faces</td>
<td>Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush.
 
</td>
</td>
<td>
<td>
F<br>
TopBbar: [[Image:DRsFaces.jpg]]
<br>
Modify&gt;Components&gt;Faces<br>


</td>
DragFaces
<td>
Shift+Left<BR>
TexShiftLeft
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Right
Select Game</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>


</td>
Edit&gt;Preferences&gt;Game
<td>
<br>
Shift+Right<BR>
File&gt;Select Game
TexShiftRight
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Shift Up
Select Inside
</td>
</td>
<td>
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.


</td>
</td>
<td>
<td>
Shift+Up<BR>
TopBbar: [[Image:DRsInside.jpg]]<br>
TexShiftUp
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 surface Inspector</td>
Select Tall, Complete
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
</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>
View&gt;Surface inspector<br>
TopBbar: [[Image:DRscTallBut.jpg]]<br>
S<br>
Edit&gt;Select Complete Tall<br>
SurfaceInspector
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 Tool Flip S
Select Touching
</td>
</td>
<td>
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
 


</td>
</td>
<td>
<td>
<BR>
TopBbar: [[Image:DRsTouch.jpg]]<br>
TexToolFlipS
Edit&gt;Select touching<br>
 
SelectTouching
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Flip T
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>
<BR>
TopBbar: [[Image:DRsVertices.jpg]]<br>
TexToolFlipT
V<BR>
</td>
Modify>Components>Vertices<BR>
DragVertices</td>
</tr>
 
<tr valign="top" align="left">
<td>Set grid size N</td>
<td>Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256</td>
<td>keys: 1(1) to 9(256)<br>
Grid&gt;GridN<br>
 
SetGridN</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Grid Down
Settings (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>
Shift+minus<BR>
Shortcut keys Command List
TexToolGridDown
</td>
<td>Shows list of commands and user-set shortcut keys assigned to them.</td>
<td>
Help&gt;Shortcuts List<br>
ShowCommandList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Grid Up
Show Angles
</td>
</td>
<td>
<td>Show angles ??


</td>
</td>
<td>
<td>
Shift+plus<BR>
View&gt;Show&gt;Show Angles (also in Preferences&gt;Orthoview)<BR>
TexToolGridUp
ShowAngles
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Merge Items
Show Axes
</td>
</td>
<td>
<td>Show Axes ??


</td>
</td>
<td>
<td>
Alt+M<BR>
View&gt;Show&gt;Show Axes (also in Preferences&gt;Orthoview)<BR>
TexToolMergeItems
ShowAxes
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Select Related
Show Blocks
</td>
</td>
<td>
<td>Show blocks in XYZ orthoview


</td>
</td>
<td>
<td>
<BR>
View&gt;Show&gt;Show Blocks (also in Preferences&gt;Orthoview)<BR>
TexToolSelectRelated
ShowBlocks
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool Snap To Grid
Show Camera
</td>
</td>
<td>
<td>Shows/closes camera view window


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


</td>
</td>
<td>
<td>
<BR>
O (letter)<br>
TexToolToggleGrid
View&gt;Console view<br>
 
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Natural
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>
Ctrl+N<BR>
TextureNatural
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Texture Tool
Show Coordinates
</td>
</td>
<td>Toggle show/hide texture tool.
<td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.


</td>
</td>
<td>
<td>
View&gt;Texture Tool<br>
View&gt;Show&gt;Show Coordinates<BR>
Ctrl+Alt+T<BR>
ShowCoordinates
TextureTool
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Thicken Patch
Show Crosshairs
</td>
</td>
<td>
<td>
 
Toggle Crosshairs (grid) on and off
</td>
</td>
<td>
<td>
Ctrl+T<BR>
Shift+X<BR>
ThickenPatch
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Tog Texture Lock
Show entity Inspector
</td>
</td>
<td>
<td>Shows/closes entity inspector with entity properties
 
</td>
</td>
<td>
<td>
Shift+T<BR>
N<br>
TogTexLock
View&gt;Entity inspector<br>
</td>
</tr>
<tr valign="top" align="left">
<td>
Toggle Camera
</td>
<td>Shows/closes camera view window


</td>
ToggleEntityInspector
<td>
View&gt;Camera view<br>
Ctrl+Shift+C<BR>
ToggleCamera
</td>
</td>
</tr>
</tr>
Line 3,856: Line 4,361:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Clipper
Show Hidden
</td>
</td>
<td>
<td>
Toggles between Clipper and Resize-Move modes
Shows hidden items. Reveals ALL hidden items. (See Hide)
</td>
</td>
<td>
<td>
X<BR>
Shift+H<BR>
Left Toolbar<BR>
View > Hide/Show<BR>
ToggleClipper
ShowHidden
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Console
Show In Use
</td>
</td>
<td>Shows/closes console text info window
<td>??


</td>
</td>
<td>
<td>
View&gt;Console view<br>
<BR>
O<BR>
ShowInUse
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Crosshairs
Show Lights Radii
</td>
</td>
<td>Shows/hides the area covered by every light.</td>
<td>
<td>
Toggle Crosshairs (grid) on and off
Ctrl+Alt+Shift+F<br>
</td>
TopBbar: [[Image:DRshowLights.jpg]]
<td>
<br>
Shift+X<BR>
ToggleShowAllLightRadii
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Cubic Clip
Show Names
</td>
</td>
<td>
<td>Shows entity names in XYZ orthoview


</td>
</td>
<td>
<td>
Shift+F<BR>
View&gt;Show&gt;Show Names (also in Preferences&gt;Orthoview)<BR>
ToggleCubicClip
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Entity Inspector
Show texture browser
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Shows/closes texture browser window
 
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
T<br>
N<BR>
View&gt;Texture browser<br>
ToggleEntityInspector
 
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Entity List
Show Window Outline
</td>
</td>
<td>Toggles show/hide  list of all entities in the map. Can select.
<td>Shows Window Outline
??
 
</td>
</td>
<td>
<td>
View&gt;entity list<br>
View&gt;Show&gt;Show Window Outline<BR>
L<br>
ShowWindowOutline
EntityList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Free Model Rotation
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>
<BR>
ToggleFreeModelRotation
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Grid in orthoview
Sides of Brush, change number
</td>
</td>
<td>Hides/shows XYZ orthoview grid
<td>
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
key: 0 (zero)<BR>
Ctrl+N<BR>
ToggleGrid
Brush[N]Sided
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Light Inspector
Simple Patch Mesh
</td>
</td>
<td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted.
If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td>
<td>
<td>
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more.
Shift+P<br>
</td>
Patch&gt;Simple patch mesh
<td>
<BR>
View&gt;Light inspector<br>
SimplePatchMesh
J<br>
ToggleLightInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Patch Inspector
Size Info and coordinates of Selected Toggle</td>
</td>
<td>Shows size info and coordinates of selected in XYZ orthoview
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
 
</td>
</td>
<td>
<td>
View&gt;patch inspector<br>
View&gt;Show&gt;Show size info<br>
Shift+S<br>
(also in Preferences&gt;Orthoview)
PatchInspector
<br>
ToggleShowSizeInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Pointfile
Name Toggle</td>
</td>
<td>Shows/hides all entity names in XYZ orthoview
<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>
ShowNames<br>
TogglePointfile
 
</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 Preview
Snap To Grid
</td>
</td>
<td>
<td>Snaps selected to  grid.


</td>
</td>
<td>
<td>
F3<BR>
<p>Ctrl+G<br>
TogglePreview
LeftBbar: [[Image:DRsnapGrid.jpg]]<br>
 
Grid&gt;snap selected to grid
<BR>
SnapToGrid
</p>
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Sound (speaker), create</td>
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td>
<td>RMB orthoview context menu</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Rotation Pivot
Source and Receptron (Stim and Response) Editor
</td>
<td>Displays Stim/Response editor. Must have single entity selected.
</td>
</td>
<td>
<td>
 
Entity&gt;Stim/Response<br>
</td>
StimResponseEditor
<td>
Ctrl+R<BR>
ToggleRotationPivot
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Speaker, create</td>
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td>
<td>RMB orthoview context menu</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Show All Light Radii
Sphere-shaped brush
</td>
</td>
<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>
Ctrl+Alt+Shift+F<BR>
Brush&gt;sphere<br>
ToggleShowAllLightRadii
BrushSphere
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Split Selected Clip</td>
<td>As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them.</td>
<td>
<td>
Toggle Show Size Info
Shift+Return<br>
</td>
Brush&gt;Clipper&gt;Clip Selection<br>
<td>


</td>
SplitSelected
<td>
<BR>
ToggleShowSizeInfo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle texture browser
Stim and Response Editor
</td>
</td>
<td>Shows/closes texture browser window
<td>Displays Stim/Response editor. Must have single entity selected.
with previously chosen textures (see also media browser for all.)
 
 
 
</td>
</td>
<td>
<td>
View&gt;Texture browser<br>
Entity&gt;Stim/Response<BR>
T<br>
StimResponseEditor
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle texture Tool
Stitch Patch Texture
</td>
</td>
<td>Toggle show/hide texture tool.
<td>This command tries to make the texture transition of two selected patches seamless.


</td>
</td>
<td>
<td>
View&gt;Texture Tool<br>
<BR>
Ctrl+Alt+T<br>
StitchPatchTexture
TextureTool
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Toggle Vertices Drag
Store Position N of camera</td>
<td>Stores camera position. (restore with Load Position N.)
</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.
Ctrl+Alt+N (N=0 to 9)<br>
</td>
SavePositionN</td>
<td>
V<BR>
Top Toolbar<BR>
Modify>Components>Vertices<BR>
DragVertices
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Transform Dialog
Subtract brushes (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>
<BR>
Shift+U<br>
TransformDialog
LeftBbar: [[Image:DRcsgSub.jpg]]
</td>
<br>
CSGSubtract</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Undo
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>Undo the last actual change (does not undo selections.) Number of undo's set in Preferences.
</td>
</td>
<td>
<td>
Edit&gt;Undo<br>
S<br>
Ctrl+Z<BR>
View&gt;Surface inspector<br>
Undo
SurfaceInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>
Ungroup Selection
</td>
<td>


</td>
</table>
<td>
 
<BR>
===T to Z===
UngroupSelection
<table
</td>
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>
<td>
Unselect Selected
<B>CONTROL</B>
</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>
 
<B>DESCRIPTION</B>
</td>
</td>
<td>
<td>
Edit&gt;Clear Selection<br>
<B>DEFAULT KEY<BR>
Esc<br>
TOOLBAR<BR>
UnSelectSelection
MENU ROUTE<BR>
SHORTCUT NAME</B>
</td>
</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Up Floor
Texture Browser (chosen textures)</td>
</td>
<td>Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
<td>Moves camera up to next horizontal brush surface
 


</td>
</td>
<td>
<td>
View&gt;camera&gt;up floor<br>
T<br>
Page_Up<BR>
View&gt;Texture browser<br>
UpFloor
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Vertices Drag
Texture Media browser (all textures) </td>
</td>
<td>Browse all available textures (see also texture browser for previously chosen.)</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.
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
V<BR>
Texture copy</td>
Top Toolbar<BR>
<td>Copies texture from single selected face or patch to Dark Radiant's shader clipboard.
Modify>Components>Vertices<BR>
 
DragVertices
</td>
<td>
Edit&gt;Copy shader<br>
CopyShader
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Camera
Texture Find and Replace
</td>
</td>
<td>Shows/closes camera view window
<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>
View&gt;Camera view<br>
FindReplaceTextures
Ctrl+Shift+C<br>
ToggleCamera
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Console
Texture Lock
</td>
<td>Shows/closes console text info window
 
</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>
View&gt;Console view<br>
Shift+T or S&gt;Surface Inspector<br>
O<br>
TopBbar: [[Image:DRtexLock.jpg]]<br>
ToggleConsole
Brush&gt;Texture lock
<br>
TogTexLock
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Entity Inspector
Texture paste</td>
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<td>Shows/closes entity inspector with entity properties
 
</td>
</td>
<td>
<td>
View&gt;Entity inspector<br>
Edit&gt;Paste shader<br>
N<br>
PasteShader
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Entity List
Texture Paste Natural
</td>
</td>
<td>Toggles show/hide  list of all entities in the map. Can select.
<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>
View&gt;entity list<br>
Shift+Middle mouse button<br>
L<br>
PasteShaderNatural
EntityList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Front
Texture properties Surface Inspector</td>
<td>Control texture shift, scale, rotation, flipping (mirroring)  and texture lock to stop changes when brush moved.
</td>
<td>
S<br>
View&gt;Surface inspector<br>
SurfaceInspector
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Texture Rotate</td>
<td>Rotates the selected texture clockwise or counter-clockwise in the steps set  for rotation in Surface Inspector


</td>
</td>
<td>
<td>
<BR>
Shift+Page_Down<BR>
ViewFront
TexRotateClock<br>
<br>
Alt+Page_Up<br>
TexRotateCounter
 
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Side
Texture Scale</td>
</td>
<td> Scales the selected texture in the steps set for scale in Surface Inspector.
<td>


</td>
</td>
<td>
<td>
<BR>
Ctrl+Up/Down/Left/Right<br>
ViewSide
TexScaleUp<br>
TexScaleDown<br>
TexScaleLeft<br>
TexScaleRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View texture (chosen) browser
Texture Shift (alignment scroll)
</td>
</td>
<td>Shows/closes texture browser window
<td>Shifts (scrolls) the selected texture in the steps set for scale in Surface Inspector.
with previously chosen textures (see also media browser for all.)
 


</td>
</td>
<td>
<td>
View&gt;Texture browser<br>
Shift+Up/Down/Left/Right<br>
T<BR>
TexShiftUp<br>
ViewTextures
TexShiftDown<br>
TexShiftLeft<br>
TexShiftRight
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Texture (all) Media browser</td>
Texture Tool
<td>Browse all available textures (see also texture browser for previously chosen.)</td>
</td>
<td>Toggle show/hide Texture Tool, an enhanced texture alignment tool (see [[Texture Tool]])
</td>
<td>
<td>
Select media tab on inspector panel (use T for texture browser first if panel not showing.)</td>
Ctrl+Alt+T<br>
View&gt;Texture Tool<br>
TextureTool
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Texture Tool
Texture Tool Flip S
</td>
</td>
<td>Toggle show/hide texture tool.
<td>see [[Texture Tool]]
 
</td>
</td>
<td>
<td>
View&gt;Texture Tool<br>
<br>
Ctrl+Alt+T<br>
TexToolFlipS
TextureTool
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
View Top
Texture Tool Flip T
</td>
<td>see [[Texture Tool]]
</td>
<td>
<br>
TexToolFlipT
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
 
Texture Tool Grid Down
</td>
<td>see [[Texture Tool]]
</td>
</td>
<td>
<td>
<BR>
Shift+minus<BR>
ViewTop
TexToolGridDown
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
XYZ Orthoview
Texture Tool Grid Up
window creation</td>
</td>
<td>Creates new
<td>see [[Texture Tool]]
XYZ Orthoview
</td>
window</td>
<td>
<td>
Shift+plus<BR>
View&gt;New XY view<br>
TexToolGridUp
Ctrl+Alt+N<br>
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Tool Merge Items
</td>
<td>see [[Texture Tool]]
</td>
<td>
Alt+M<BR>
TexToolMergeItems
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Tool Select Related
</td>
<td>see [[Texture Tool]]
</td>
<td>
<BR>
TexToolSelectRelated
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Tool Snap To Grid
</td>
<td>see [[Texture Tool]]
</td>
<td>
Ctrl+Shift+G<BR>
TexToolSnapToGrid
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Tool Toggle Grid
</td>
<td>see [[Texture Tool]]
 
</td>
<td>
<BR>
TexToolToggleGrid
</td>
</tr>
<tr valign="top" align="left">
<td>
Texture Natural
</td>
<td>Sets selected texture to default: 0 shift &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
NewOrthoView
</td>
</td>
Line 4,305: Line 5,214:
<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 4,319: 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 4,331: 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 4,343: 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

??
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.