Dark Radiant Controls, Keys & Mouse: Difference between revisions

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<BR>
<BR>
BrushSphere
BrushSphere
</td>
</tr>
<tr valign="top" align="left">
<td>
Colour of lights (on Light Inspector)
</td>
<td>
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
</td>
<td>
J<BR>
ToggleLightInspector
</td>
</tr>
<tr valign="top" align="left">
<td>
C S G Hollow
</td>
<td>
</td>
<td>
<BR>
CSGHollow
</td>
</tr>
<tr valign="top" align="left">
<td>
C S G Merge
</td>
<td>
</td>
<td>
Ctrl+U<BR>
CSGMerge
</td>
</tr>
<tr valign="top" align="left">
<td>
C S G Room
</td>
<td>
</td>
<td>
<BR>
CSGRoom
</td>
</tr>
<tr valign="top" align="left">
<td>
C S G Subtract
</td>
<td>
</td>
<td>
Shift+U<BR>
CSGSubtract
</td>
</td>
</tr>
</tr>
Line 528: Line 465:
Ctrl+N<BR>
Ctrl+N<BR>
Brush[N]Sided
Brush[N]Sided
</td>
</tr>
<tr valign="top" align="left">
<td>
Clear Selected</td>
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third.
</td>
<td>
Edit&gt;Clear Selection<br>
Esc<br>
UnSelectSelection
</td>
</td>
</tr>
</tr>
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SPACE<BR>
SPACE<BR>
CloneSelection
CloneSelection
</td>
</tr>
<tr valign="top" align="left">
<td>
Colour of lights (on Light Inspector)
</td>
<td>
Display Light Inspector. Select Colour. Use colour selector or type in values direct.
</td>
<td>
J<br>
ToggleLightInspector
</td>
</td>
</tr>
</tr>
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Edit>Preferences>Orthoview<BR>
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
ToggleCrosshairs
</td>
</tr>
<tr valign="top" align="left">
<td>
CSG Hollow
</td>
<td>
</td>
<td>
<br>
CSGHollow
</td>
</tr>
<tr valign="top" align="left">
<td>
CSG Merge
</td>
<td>
</td>
<td>
Ctrl+U<br>
CSGMerge
</td>
</tr>
<tr valign="top" align="left">
<td>
CSG Room
</td>
<td>
</td>
<td>
<br>
CSGRoom
</td>
</tr>
<tr valign="top" align="left">
<td>
CSG Subtract
</td>
<td>
</td>
<td>
Shift+U<br>
CSGSubtract
</td>
</td>
</tr>
</tr>
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BackSpace<BR>
BackSpace<BR>
DeleteSelection
DeleteSelection
</td>
</tr>
<tr valign="top" align="left">
<td>
Deselect Selected</td>
<td>Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third.
</td>
<td>
Edit&gt;Clear Selection<br>
Esc<br>
UnSelectSelection
</td>
</td>
</tr>
</tr>

Revision as of 17:08, 19 August 2007

written by Fidcal

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.

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

<drive>:\Documents and Settings\<user>\Application Data\DarkRadiant\input.xml

Specific Controls, Misc Rough Notes

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: 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 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: 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 Drag with mouse pointing within the selection. To move in one plane only: 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: Ctrl + tab = cycles through top, front, side views AND... moves view centre to selected item ELSE... moves centre to camera if nothing selected. Zoom in and out with MMB

Selecting : 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: 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 Shift + H = show hidden selections


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

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.

DO NOT ASSUME IT IS COMPLETE UNTIL IT SAYS SO HERE! THIS REFERENCE IS WORK IN PROGRESS!

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

Brightness of lights (on Light Inspector)

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

J
ToggleLightInspector

Brush, change number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Brush Cone


BrushCone

Brush Export C M


BrushExportCM

Brush Export O B J


BrushExportOBJ

Brush Prism


BrushPrism

Brush Sphere


BrushSphere

Camera Angle Down

Z
CameraAngleDown

Camera Angle Up

A
CameraAngleUp

Camera Back

Down
CameraBack

Camera Down

C
CameraDown

Camera Forward

Up
CameraForward

Camera Free Move Back

Down
CameraFreeMoveBack

Camera Free Move Down


CameraFreeMoveDown

Camera Free Move Forward

Up
CameraFreeMoveForward

Camera Free Move Left

Left
CameraFreeMoveLeft

Camera Free Move Right

Right
CameraFreeMoveRight

Camera Free Move Up


CameraFreeMoveUp

Camera Left

Left
CameraLeft

Camera Right

Right
CameraRight

Camera Strafe Left

comma
CameraStrafeLeft

Camera Strafe Right

period
CameraStrafeRight

Camera Up

D
CameraUp

Cap Current Curve

Shift+C
CapCurrentCurve

Center View

End
CenterView

Center X Y View

Ctrl+Alt+Tab
CenterXYView

Center X Y Views

Ctrl+Shift+Tab
CenterXYViews

Change number of sides of brush

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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.

Edit>Clear Selection
Esc
UnSelectSelection

Clipper Toggle

Toggles between Clipper and Resize-Move modes

X
Left Toolbar
ToggleClipper

Clip Selected

Return
ClipSelected

Clone Selected

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

Edit>duplicate
SPACE
CloneSelection

Colour of lights (on Light Inspector)

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

J
ToggleLightInspector

Connect Selection

Ctrl+K
ConnectSelection

Convert brush, number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

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

Edit>Copy
Ctrl+C
Copy

Copy Shader

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

Edit>Copy shader
CopyShader

Copy Texture

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

Edit>Copy shader
CopyShader

Create Curve Catmull Rom


CreateCurveCatmullRom

Create Curve N U R B S


CreateCurveNURBS

Crosshairs Toggle

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

CSG Hollow


CSGHollow

CSG Merge

Ctrl+U
CSGMerge

CSG Room


CSGRoom

CSG Subtract

Shift+U
CSGSubtract

Cubic Clip Zoom In

Ctrl+plus
CubicClipZoomIn

Cubic Clip Zoom Out

Ctrl+minus
CubicClipZoomOut

Curve Append Control Point


CurveAppendControlPoint

Curve Convert Type


CurveConvertType

Curve Insert Control Point


CurveInsertControlPoint

Curve Remove Control Point


CurveRemoveControlPoint

Cycle Cap Texture Patch

Ctrl+Shift+N
CycleCapTexturePatch

Delete Selected

Deletes selected

items

Edit>Delete
BackSpace
DeleteSelection

Deselect Selected Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third.

Edit>Clear Selection
Esc
UnSelectSelection

Down Floor

Page_Down
DownFloor

Drag Edges

E
DragEdges

Drag Entities


DragEntities

Drag Faces

F
DragFaces

Drag Vertices

Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead.

V
Top Toolbar
Modify>Components>Vertices
DragVertices

Edit Colour Scheme


EditColourScheme

Entity List

L
EntityList

Erase Selected

Deletes selected

items

Edit>Delete
BackSpace
DeleteSelection

Exit


Exit

Expand Selection To Entities

Ctrl+Alt+E
ExpandSelectionToEntities

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

Filter Allentities


FilterAllentities

Filter Brushes


FilterBrushes

Filter Caulk


FilterCaulk

Filter Clip Textures


FilterClipTextures

Filter Collisionsurfaces


FilterCollisionsurfaces

Filter Decals


FilterDecals

Filter Lights


FilterLights

Filter Nodraw Textures


FilterNodrawTextures

Filter Patches


FilterPatches

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

Filter Shadow Textures


FilterShadowTextures

Filter Trigger Textures


FilterTriggerTextures

Filter Visportals


FilterVisportals

Filter Worldgeometry


FilterWorldgeometry

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

Ctrl+Return
FlipClip

Flip Texture X


FlipTextureX

Flip Texture Y


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.

J
ToggleLightInspector

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.

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Grid Down

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 Grid>GridN

keys: 1(1) to 9(256)

SetGridN

Grid snap

Snaps selected to grid.

Ctrl+G
Grid>snap selected to grid
SnapToGrid

Grid toggle show/hide in orthoview

Hides/shows XYZ orthoview grid

key: 0 (zero)
ToggleGrid

Grid Up

minus
GridUp

Group Cycle Backward

Shift+ISO_Left_Tab
GroupCycleBackward

Group Cycle Forward

Tab
GroupCycleForward

Hide Selected

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

H
View > Hide/Show
HideSelected

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

Insert 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

Invert Curve

Ctrl+I
InvertCurve

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

Edt>Invert selection
I
InvertSelection

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.

File>Pointfile
TogglePointfile

Light Inspector Toggle

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

J
ToggleLightInspector

Load Position 1

Alt+1
LoadPosition1

Load Position 1 0

Alt+0
LoadPosition10

Load Position 2

Alt+2
LoadPosition2

Load Position 3

Alt+3
LoadPosition3

Load Position 4

Alt+4
LoadPosition4

Load Position 5

Alt+5
LoadPosition5

Load Position 6

Alt+6
LoadPosition6

Load Position 7

Alt+7
LoadPosition7

Load Position 8

Alt+8
LoadPosition8

Load Position 9

Alt+9
LoadPosition9

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

Look Through Camera


LookThroughCamera

Look Through Selected


LookThroughSelected

M R U Open 1


MRUOpen1

M R U Open 1 0


MRUOpen10

M R U Open 1 1


MRUOpen11

M R U Open 2


MRUOpen2

M R U Open 3


MRUOpen3

M R U Open 4


MRUOpen4

M R U Open 5


MRUOpen5

M R U Open 6


MRUOpen6

M R U Open 7


MRUOpen7

M R U Open 8


MRUOpen8

M R U Open 9


MRUOpen9

Make Detail

Ctrl+M
MakeDetail

Make Structural

Ctrl+Shift+S
MakeStructural

Map Info

M
MapInfo

Matrix Transpose

Ctrl+Shift+M
MatrixTranspose

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 Selection X


MirrorSelectionX

Mirror Selection Y


MirrorSelectionY

Mirror Selection 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

Models

Refresh
Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Mouse Drag

Q
MouseDrag

Mouse Rotate

R
MouseRotate

Mouse Translate

W
MouseTranslate

Move Selection D O W N

Shift+KP_Subtract
MoveSelectionDOWN

Move Selection U P

Shift+KP_Add
MoveSelectionUP

Move 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
Top Toolbar
Modify>Components>Vertices
DragVertices

N to S

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

New Map

Clear all ready to create new map.

File>New Map
NewMap

New Ortho View

Ctrl+Alt+N
NewOrthoView

Next Leak Spot

Ctrl+Shift+K
NextLeakSpot

Next View

Ctrl+Tab
NextView

Normalise Texture


NormaliseTexture

Objectives Editor


ObjectivesEditor

Open Map

Load in a previously created map file.

File>Open
Ctrl+O
OpenMap

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


Edit>Paste
Ctrl+V
Paste

Paste to Camera

Pastes from Windows clipboard to centre on camera position.

Edit>Paste to camera
Alt+V

PasteToCamera

Paste Shader

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

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.

Shift+Middle mouse button
PasteShaderNatural

Paste Texture

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

Edit>Paste shader
PasteShader

Paste Texture 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

Patch Append Column Beginning


PatchAppendColumnBeginning

Patch Append Column End


PatchAppendColumnEnd

Patch Append Row Beginning


PatchAppendRowBeginning

Patch Append Row End


PatchAppendRowEnd

Patch Bevel


PatchBevel

Patch Cone


PatchCone

Patch Cylinder


PatchCylinder

Patch Delete Column Beginning


PatchDeleteColumnBeginning

Patch Delete Column End


PatchDeleteColumnEnd

Patch Delete Row Beginning


PatchDeleteRowBeginning

Patch Delete Row End


PatchDeleteRowEnd

Patch Dense Cylinder


PatchDenseCylinder

Patch End Cap


PatchEndCap

Patch Insert Column Beginning


PatchInsertColumnBeginning

Patch Insert Column End

Ctrl+Shift+KP_Add
PatchInsertColumnEnd

Patch Insert Row Beginning


PatchInsertRowBeginning

Patch Insert Row End

Ctrl+KP_Add
PatchInsertRowEnd

Patch Inspector

Shift+S
PatchInspector

Patch Square Cylinder


PatchSquareCylinder

Patch Very Dense Cylinder


PatchVeryDenseCylinder

Pointfile

toggle
Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.

File>Pointfile
TogglePointfile

Prefab insert

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

File > Load prefab
Grid > Right click > Insert prefab
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

P
Preferences

Prev Leak Spot

Ctrl+Shift+L
PrevLeakSpot

Project Settings

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

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Redisperse Cols

Ctrl+Shift+E
RedisperseCols

Redisperse Rows

Ctrl+E
RedisperseRows

Redo

Restores the state prior to the last Undo

Edit>Redo
Ctrl+Y
Redo

Refresh Models

Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Refresh Shaders


RefreshShaders

Region Off


RegionOff

Region Save 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

Region Set Brush


RegionSetBrush

Region Set Selection

Ctrl+Shift+R
RegionSetSelection

Region Set X Y


RegionSetXY

Reload Models

Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Remove Selected

Deletes selected

items

Edit>Delete
BackSpace
DeleteSelection

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

Rescale, Resize Model

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

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

Edt>Invert selection
I
InvertSelection

Revert To Worldspawn

Shift+G
RevertToWorldspawn

Rotate Selection X


RotateSelectionX

Rotate Selection Y


RotateSelectionY

Rotate Selection Z


RotateSelectionZ

Save Map

Save current map as map file.

File>Save
Ctrl+S
SaveMap

Save Map As

Save current map with new name.

File>Save as
SaveMapAs

Save Position 1

Ctrl+Alt+1
SavePosition1

Save Position 1 0

Ctrl+Alt+0
SavePosition10

Save Position 2

Ctrl+Alt+2
SavePosition2

Save Position 3

Ctrl+Alt+3
SavePosition3

Save Position 4

Ctrl+Alt+4
SavePosition4

Save Position 5

Ctrl+Alt+5
SavePosition5

Save Position 6

Ctrl+Alt+6
SavePosition6

Save Position 7

Ctrl+Alt+7
SavePosition7

Save Position 8

Ctrl+Alt+8
SavePosition8

Save Position 9

Ctrl+Alt+9
SavePosition9

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

Select All Of Type

Shift+A
SelectAllOfType

Select Children


SelectChildren

Select Complete Tall


SelectCompleteTall

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


SelectInside

Select Nudge Down

Alt+Down
SelectNudgeDown

Select Nudge Left

Alt+Left
SelectNudgeLeft

Select Nudge Right

Alt+Right
SelectNudgeRight

Select Nudge Up

Alt+Up
SelectNudgeUp

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.

V
Top Toolbar
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 Grid>GridN

keys: 1(1) to 9(256)

SetGridN

Show Angles


ShowAngles

Show Axes


ShowAxes

Show Blocks


ShowBlocks

Show Command List


ShowCommandList

Show Coordinates


ShowCoordinates

Show Crosshairs

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

Show Hidden

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

Shift+H
View > Hide/Show
ShowHidden

Show In Use


ShowInUse

Show Names


ShowNames

Show Window Outline


ShowWindowOutline

Show Workzone


ShowWorkzone

Sides of Brush, change number

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Simple Patch Mesh

Shift+P
SimplePatchMesh

Snap To Grid

Snaps selected to grid.

Ctrl+G
Grid>snap selected to grid
SnapToGrid

Split Selected

Shift+Return
SplitSelected

Stim Response Editor


StimResponseEditor

Stitch Patch Texture


StitchPatchTexture

Surface Inspector

S
SurfaceInspector

T to Z

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Texture

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

Edit>Copy shader
CopyShader

Textures 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

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 Rotate Clock

Shift+Page_Down
TexRotateClock

Texture Rotate Counter

Alt+Page_Up
TexRotateCounter

Texture Scale Down

Ctrl+Down
TexScaleDown

Texture Scale Left

Ctrl+Left
TexScaleLeft

Texture Scale Right

Ctrl+Right
TexScaleRight

Texture Scale Up

Ctrl+Up
TexScaleUp

Texture Shift Down

Shift+Down
TexShiftDown

Texture Shift Left

Shift+Left
TexShiftLeft

Texture Shift Right

Shift+Right
TexShiftRight

Texture Shift Up

Shift+Up
TexShiftUp

Texture Tool Flip S


TexToolFlipS

Texture Tool Flip T


TexToolFlipT

Texture Tool Grid Down

Shift+minus
TexToolGridDown

Texture Tool Grid Up

Shift+plus
TexToolGridUp

Texture Tool Merge Items

Alt+M
TexToolMergeItems

Texture Tool Select Related


TexToolSelectRelated

Texture Tool Snap To Grid

Ctrl+Shift+G
TexToolSnapToGrid

Texture Tool Toggle Grid


TexToolToggleGrid

Texture Natural

Ctrl+N
TextureNatural

Texture Tool

Ctrl+Alt+T
TextureTool

Thicken Patch

Ctrl+T
ThickenPatch

Tog Texture Lock

Shift+T
TogTexLock

Toggle Camera

Ctrl+Shift+C
ToggleCamera

Toggle Clipper

Toggles between Clipper and Resize-Move modes

X
Left Toolbar
ToggleClipper

Toggle Console

O
ToggleConsole

Toggle Crosshairs

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

Toggle Cubic Clip

Shift+F
ToggleCubicClip

Toggle Entity Inspector

N
ToggleEntityInspector

Toggle Free Model Rotation


ToggleFreeModelRotation

Toggle Grid in orthoview

Hides/shows XYZ orthoview grid

key: 0 (zero)
ToggleGrid

Toggle Light Inspector

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

J
ToggleLightInspector

Toggle Pointfile

Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.

File>Pointfile
TogglePointfile

Toggle Preview

F3
TogglePreview

Toggle Rotation Pivot

Ctrl+R
ToggleRotationPivot

Toggle Show All Light Radii

Ctrl+Alt+Shift+F
ToggleShowAllLightRadii

Toggle Show Size Info


ToggleShowSizeInfo

Toggle Vertices Drag

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
Top Toolbar
Modify>Components>Vertices
DragVertices

Transform Dialog


TransformDialog

Un Select Selection

Escape
UnSelectSelection

Undo

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

Edit>Undo
Ctrl+Z
Undo

Ungroup Selection


UngroupSelection

Up Floor

Page_Up
UpFloor

Vertices Drag

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
Top Toolbar
Modify>Components>Vertices
DragVertices

View Front


ViewFront

View Side


ViewSide

View Textures

T
ViewTextures

View Top


ViewTop

Zoom 1 0 0


Zoom100

Zoom In

Delete
ZoomIn

Zoom Out

Insert
ZoomOut

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...

[INSERT NEW LINES HERE] The format for each row is as follows. Note that <BR> signfies a line break to force a new line. Just omit any non-applicables such as if there is no button or menu equivalent...

SHORT CONTROL DESCRIPTION (eg, Crosshairs Toggle)

LONG DESCRIPTION, eg, toggle crosshairs on and off in orthoview grid

KEY (eg, Shift+X)

BUTTON POSITION (eg, Left toolbar)

MENU ROUTE (eg, Edit>Preferences>Orthoview)

SHORTCUT NAME (eg, ToggleCrosshairs)