Dark Radiant Controls, Keys & Mouse
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 |
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 |
Brightness of lights |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
J |
Brush, change number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
Brush Cone |
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|
Brush Export as CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Brush Export as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Brush Prism |
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Brush Sphere |
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Camera Angle Down |
Z |
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Camera Angle Up |
A |
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Camera Back |
Down |
|
Camera center (level) view |
levels camera view to horizontal. |
View>camera>Center |
Camera Down |
C |
|
Camera Down Floor | Moves camera down to next horizontal brush surface |
View>camera>down floor |
Camera Forward |
Up |
|
Camera Free Move Back |
Down |
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Camera Free Move Down |
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Camera Free Move Forward |
Up |
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Camera Free Move Left |
Left |
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Camera Free Move Right |
Right |
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Camera Free Move Up |
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Camera Hide |
Shows/closes camera view window |
View>Camera view |
Camera Left |
Left |
|
Camera Position N restore | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Camera Position N save | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Camera Right |
Right |
|
Camera show |
Shows/closes camera view window |
View>Camera view |
Camera Strafe Left |
comma |
|
Camera Strafe Right |
period |
|
Camera Up |
D |
|
Camera Up Floor | Moves camera up to next horizontal brush surface |
View>camera>up floor |
Camera window toggle |
Shows/closes camera view window |
View>Camera view |
Cap Current Curve |
Shift+C |
|
Center (level) camera view |
levels camera view to horizontal. |
View>camera>Center |
Center X Y View |
Ctrl+Alt+Tab |
|
Center X Y Views |
Ctrl+Shift+Tab |
|
Change number of sides of brush |
Convert selected brush to be N-sided |
Ctrl+N |
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 |
Clipper Toggle |
Toggles between Clipper and Resize-Move modes |
X |
Clip Selected |
Return |
|
Clone Selected |
Makes a duplicate of selected items at same position; selects them; unselects original. |
Edit>duplicate |
Close Camera |
Shows/closes camera view window |
View>Camera view |
Close Console | Shows/closes console text info window |
View>Console view |
Close entity Inspector |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
Close texture browser |
Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
|
View>Texture browser |
Colour of lights |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
J |
Connect Selection |
Ctrl+K |
|
Console show/hide | Shows/closes console text info window |
View>Console view |
Convert brush, number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
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 |
Copy Shader |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
Edit>Copy shader |
Copy Texture |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
Edit>Copy shader |
Create Curve Catmull Rom |
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Create Curve N U R B S |
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Crosshairs Toggle |
Toggle Crosshairs (grid) on and off |
Shift+X |
CSG Hollow |
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CSG Merge |
Ctrl+U |
|
CSG Room |
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|
CSG Subtract |
Shift+U |
|
Cubic Clip Zoom In |
no idea |
View>Camera>far clip plane in |
Cubic Clip Zoom Out |
dunno |
View>Camera>far clip plane out |
Curve Append Control Point |
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Curve Convert Type |
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Curve Insert Control Point |
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Curve Remove Control Point |
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Cycle Cap Texture Patch |
Ctrl+Shift+N |
|
Delete Selected |
Deletes selected
items |
Edit>Delete |
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 |
Down Floor | Moves camera down to next horizontal brush surface |
View>camera>down floor |
Drag Edges |
E |
|
Drag Entities |
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|
Drag Faces |
F |
|
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 |
Edit Colour Scheme |
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|
Entity Inspector toggle show/hide |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
Entity List |
Toggles show/hide list of all entities in the map. Can select. |
View>entity list |
Erase Selected |
Deletes selected
items |
Edit>Delete |
Exit |
|
|
Expand Selection To Entities |
Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity. |
Edit>Expand selection to whole entities |
Export collision model CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Export selected as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Export selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Filter Allentities |
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Filter Brushes |
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Filter Caulk |
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Filter Clip Textures |
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Filter Collisionsurfaces |
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Filter Decals |
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Filter Lights |
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Filter Nodraw Textures |
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|
Filter Patches |
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|
Filter (Hide) Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Filter Shadow Textures |
|
|
Filter Trigger Textures |
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Filter Visportals |
|
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Filter Worldgeometry |
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|
Find Brush |
|
|
Find and Replace Textures |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Flip Clip |
Ctrl+Return |
|
Flip Texture X |
|
|
Flip Texture Y |
|
|
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 |
G to M
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Game Select | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Grid Down |
plus |
|
Grid size N | Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256 | Grid>GridN keys: 1(1) to 9(256)
|
Grid snap |
Snaps selected to grid. |
Ctrl+G |
Grid toggle show/hide in orthoview |
Hides/shows XYZ orthoview grid |
key: 0 (zero) |
Grid Up |
minus |
|
Group Cycle Backward |
Shift+ISO_Left_Tab |
|
Group Cycle Forward |
Tab |
|
Hide Camera |
Shows/closes camera view window |
View>Camera view |
Hide Console |
Shows/closes console text info window |
View>Console view |
Hide entity Inspector |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
Hide Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Hide texture browser |
Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
|
View>Texture browser |
Horizontal (level) camera view |
levels camera view to horizontal. |
View>camera>Center |
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 |
Insert Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Invert Curve |
Ctrl+I |
|
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 |
Leak Spot Next |
Show next leak spot? (see also Pointfile.) |
View>camera>Next leak spot |
Leak Pointfile toggle |
Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.
(see also Next and Previous leak spot.) |
File>Pointfile |
Leak Spot Previous |
Show previous leak spot? (see also Pointfile.) |
View>camera>Previous leak spot |
Level (center) camera view |
levels camera view to horizontal. |
View>camera>Center |
Light Inspector Toggle |
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more. |
View>Light inspector |
Light brightness |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
View>Light inspector |
Lights colour |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
View>Light inspector |
Load Position N of camera | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Load Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Look Through Camera |
Look Through Camera
?? |
View>Camera>Look Through Camera |
Look Through Selected |
Look Through Selected
?? |
View>Camera>Look Through Selected |
M R U Open 1 |
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M R U Open 1 0 |
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M R U Open 1 1 |
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M R U Open 2 |
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M R U Open 3 |
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M R U Open 4 |
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M R U Open 5 |
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M R U Open 6 |
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M R U Open 7 |
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M R U Open 8 |
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M R U Open 9 |
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Make Detail |
Ctrl+M |
|
Make Structural |
Ctrl+Shift+S |
|
Map Info |
M |
|
Matrix Transpose |
Ctrl+Shift+M |
|
Media browser | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
Merge (Import) Map |
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. |
File > Import |
Mirror Selection X |
|
|
Mirror Selection Y |
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|
Mirror Selection Z |
|
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Mod setting/ selection | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Models Refresh |
Reloads all model resources used in map. |
File>Refresh models |
Mouse Drag |
Q |
|
Mouse Rotate |
R |
|
Mouse Translate |
W |
|
Move Selection D O W N |
Shift+KP_Subtract |
|
Move Selection U P |
Shift+KP_Add |
|
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 |
N to S
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
New Map |
Clear all ready to create new map. |
File>New Map |
New XYZ Orthoview window |
Creates new
XYZ Orthoview window |
View>New XY view |
Next Leak Spot |
Show next leak spot? (see also Pointfile.) |
View>camera>Next leak spot |
Next View |
Ctrl+Tab |
|
Normalise Texture |
|
|
Objectives Editor |
|
|
Open Map |
Load in a previously created map file. |
File>Open |
Orthoview window creation |
Creates new XYZ Orthoview window |
View>New XY view |
Overlay Dialog |
Alt+O |
|
Parent selected primitives |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu |
Edit>Reparent primitives |
Paste |
Pastes from Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If faces selected then the texture is copied from Dark Radiant's Shader Clipboard
|
Edit>Paste |
Paste to Camera |
Pastes from Windows clipboard to centre on camera position. |
Edit>Paste to camera |
Paste Shader |
Pastes texture from Dark Radiant's shader clipboard to selected items. |
Edit>Paste shader |
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 |
Paste Texture |
Pastes texture from Dark Radiant's shader clipboard to selected items. |
Edit>Paste shader |
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 |
Patch Append Column Beginning |
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Patch Append Column End |
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Patch Append Row Beginning |
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Patch Append Row End |
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Patch Bevel |
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Patch Cone |
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Patch Cylinder |
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Patch Delete Column Beginning |
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Patch Delete Column End |
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Patch Delete Row Beginning |
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Patch Delete Row End |
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Patch Dense Cylinder |
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Patch End Cap |
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Patch Insert Column Beginning |
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Patch Insert Column End |
Ctrl+Shift+KP_Add |
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Patch Insert Row Beginning |
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Patch Insert Row End |
Ctrl+KP_Add |
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Patch Inspector |
Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) |
View>patch inspector |
Patch Square Cylinder |
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Patch Very Dense Cylinder |
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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 |
Prefab insert |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Prefab save selected | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Preferences |
P |
|
Previous Leak Spot |
Show previous leak spot? (see also Pointfile.) |
View>camera>Previous leak spot |
Project Settings |
Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Redisperse Cols |
Ctrl+Shift+E |
|
Redisperse Rows |
Ctrl+E |
|
Redo |
Restores the state prior to the last Undo |
Edit>Redo |
Refresh Models |
Reloads all model resources used in map. |
File>Refresh models |
Refresh Shaders |
|
|
Region Off |
|
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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 |
Region Set Brush |
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|
Region Set Selection |
Ctrl+Shift+R |
|
Region Set X Y |
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|
Reload Models |
Reloads all model resources used in map. |
File>Refresh models |
Remove Selected |
Deletes selected
items |
Edit>Delete |
Reparent selected primitives |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu |
Edit>Reparent primitives |
Replace Textures |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Rescale, Resize Model |
To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant |
|
Restore camera Position N | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
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 |
Revert To Worldspawn |
Shift+G |
|
Rotate Selection X |
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Rotate Selection Y |
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Rotate Selection Z |
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Save camera position N | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Map |
Save current map as map file. |
File>Save |
Save Map As |
Save current map with new name. |
File>Save as |
Save Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Region |
Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position. |
File>Save region |
Save Selected |
Saves the current selected items as a map file. |
File>Save Selected |
Save selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Select All Of Type |
Shift+A |
|
Select all siblings of child. | Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity. |
Edit>Expand selection to whole entities |
Select children |
Deselects entities of selection so only child primitives remain selected. |
Edit>Select children |
Select Complete Tall |
Selects all fully within the area of 2D outline of temporary selected brush in current XYZ orthoview; brush is deleted. |
Edit>Select Complete Tall |
Select Game | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Select Inside |
Selects all fully within the volume of temporary selected brush; brush is deleted. |
Edit>Select inside |
Select Nudge Down |
Alt+Down |
|
Select Nudge Left |
Alt+Left |
|
Select Nudge Right |
Alt+Right |
|
Select Nudge Up |
Alt+Up |
|
Select Touching |
Selects all touching the volume of temporary selected brush; brush is deleted.
|
Edit>Select touching |
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 |
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)
|
Show Angles |
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Show Axes |
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Show Blocks |
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Show Camera |
Shows/closes camera view window |
View>Camera view |
Show Console |
Shows/closes console text info window |
View>Console view |
Show Command List |
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Show Coordinates |
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Show Crosshairs |
Toggle Crosshairs (grid) on and off |
Shift+X |
Show entity Inspector |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
Show Hidden |
Show hidden items. Reveals ALL hidden items. (See Hide) |
Shift+H |
Show In Use |
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Show Names |
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Show texture browser |
Shows/closes texture browser window
|
View>Texture browser |
Show Window Outline |
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Show Workzone |
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Sides of Brush, change number |
Convert selected brush to be N-sided |
Ctrl+N |
Simple Patch Mesh |
Shift+P |
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Snap To Grid |
Snaps selected to grid. |
Ctrl+G |
Split Selected |
Shift+Return |
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Stim Response Editor |
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Stitch Patch Texture |
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Store Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Surface Inspector of texture properties | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
View>Surface inspector |
T to Z
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Texture (chosen) browser toggle |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
View>Texture browser |
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.) |
Texture copy |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
Edit>Copy shader |
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 |
Texture Paste Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Shift+Middle mouse button |
Texture properties surface Inspector | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
View>Surface inspector |
Texture Rotate Clock |
Shift+Page_Down |
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Texture Rotate Counter |
Alt+Page_Up |
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Texture Scale Down |
Ctrl+Down |
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Texture Scale Left |
Ctrl+Left |
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Texture Scale Right |
Ctrl+Right |
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Texture Scale Up |
Ctrl+Up |
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Texture Shift Down |
Shift+Down |
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Texture Shift Left |
Shift+Left |
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Texture Shift Right |
Shift+Right |
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Texture Shift Up |
Shift+Up |
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Texture surface Inspector | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
View>Surface inspector |
Texture Tool Flip S |
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Texture Tool Flip T |
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Texture Tool Grid Down |
Shift+minus |
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Texture Tool Grid Up |
Shift+plus |
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Texture Tool Merge Items |
Alt+M |
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Texture Tool Select Related |
|
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Texture Tool Snap To Grid |
Ctrl+Shift+G |
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Texture Tool Toggle Grid |
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Texture Natural |
Ctrl+N |
|
Texture Tool |
Toggle show/hide texture tool. |
View>Texture Tool |
Thicken Patch |
Ctrl+T |
|
Tog Texture Lock |
Shift+T |
|
Toggle Camera |
Shows/closes camera view window |
View>Camera view |
Toggle Clipper |
Toggles between Clipper and Resize-Move modes |
X |
Toggle Console |
Shows/closes console text info window |
View>Console view |
Toggle Crosshairs |
Toggle Crosshairs (grid) on and off |
Shift+X |
Toggle Cubic Clip |
Shift+F |
|
Toggle Entity Inspector |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
Toggle Entity List |
Toggles show/hide list of all entities in the map. Can select. |
View>entity list |
Toggle Free Model Rotation |
|
|
Toggle Grid in orthoview |
Hides/shows XYZ orthoview grid |
key: 0 (zero) |
Toggle Light Inspector |
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more. |
View>Light inspector |
Toggle Patch Inspector |
Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) |
View>patch inspector |
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 |
Toggle Preview |
F3 |
|
Toggle Rotation Pivot |
Ctrl+R |
|
Toggle Show All Light Radii |
Ctrl+Alt+Shift+F |
|
Toggle Show Size Info |
|
|
Toggle texture browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
View>Texture browser |
Toggle texture Tool |
Toggle show/hide texture tool. |
View>Texture Tool |
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 |
Transform Dialog |
|
|
Undo |
Undo the last actual change (does not undo selections.) Number of undo's set in Preferences. |
Edit>Undo |
Ungroup Selection |
|
|
Unselect Selected |
Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Edit>Clear Selection |
Up Floor |
Moves camera up to next horizontal brush surface |
View>camera>up floor |
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 |
View Camera |
Shows/closes camera view window |
View>Camera view |
View Console |
Shows/closes console text info window |
View>Console view |
View Entity Inspector |
Shows/closes entity inspector with entity properties |
View>Entity inspector |
View Entity List |
Toggles show/hide list of all entities in the map. Can select. |
View>entity list |
View Front |
|
|
View Side |
|
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View texture (chosen) browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
View>Texture browser |
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. |
View>Texture Tool |
View Top |
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|
XYZ Orthoview window creation |
Creates new
XYZ Orthoview window |
View>New XY view |
Zoom 1 0 0 |
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|
Zoom In |
Delete |
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Zoom Out |
Insert |
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)