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 |
Alignment Workzone show |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences>Orthoview) |
Ambient sound (speaker), create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Angles show | Show angles ?? |
View>Show>Show Angles |
Append to patch | Append either two rows or two columns
at either beginning or end of a patch.
|
Patch>append |
Axes show | Show Axes ?? |
View>Show>Show Axes |
Background Image | Sets background image as wallpaper in XYZ orthoview | View>background image |
Ball-shaped brush |
Converts selected brush to sphere shape
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Bevel Patch | Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch. | |
Blocks show |
Show blocks in XYZ orthoview |
View>Show>Show Blocks |
Brightness of lights |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
J |
Brush, change number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
Brush Cone |
Converts selected brush to cone shape
of N side faces where N can be 3, 4 (pyramids) to 32 For a curved, bullet-shaped cone see Patch cone. |
Brush>Cone |
Brush create | Create new brush (must have nothing selected) | LMB+Drag in orthoview |
Brush Export as CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Brush Export as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Brushes Hollow (CSG) |
Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. |
Brush>CSG>Make hollow |
Brushes Merge(CSG) | Attempts to merge two or more brushes into one. Intended composite shape must be convex. |
Ctrl+U |
Brush prism | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Brush room (CSG) | Replaces a selected brush with multiple brushes
to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) |
Left button bar |
Brush Sphere |
Converts selected brush to sphere shape
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Brushes subtract (CSG) |
Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed. |
Shift+U |
Camera Angle Down |
Tilts camera view down. See also Camera Free Move as alternative. |
Z |
Camera Angle Up |
Tilts camera view up. See also Camera Free Move as alternative. |
A |
Camera Back |
Pulls camera view back. See also Camera Free Move as alternative. |
Down |
Camera center (level) view |
levels camera view to horizontal. See also Camera Free Move as alternative. |
End CenterView |
Camera Copy Shader, Texture |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
key:unassigned |
Camera Down |
Lowers camera view
vertically. See also Camera Free Move as alternative. |
C |
Camera Down Floor | Moves camera down to next horizontal brush surface |
Page_down DownFloor |
Camera Forward |
Move camera view forward. See also Camera Free Move as alternative. |
Up |
Camera Free Mouse Mode set and Moves | In camera view, RMB either toggles (locks/ unlocks) free move mode or else holds it till RMB released (depends on Preference> camera> Freelook mode can be toggled settings) With it UNchecked you must additionally keep RMB pressed during 'Free moves.' |
RMB(lock or hold) then mouse:
See also individual controls below assignable to keys |
Camera Free Move Back |
Move camera view back |
Key: Down |
Camera Free Move Down |
Move camera view down |
Key: unassigned |
Camera Free Move Forward |
Move camera view forward |
Key: Up |
Camera Free Move Left |
Move camera view left |
Key: Left |
Camera Free Move Right |
Move camera view right |
Key: Right |
Camera Free Move Up |
Move camera view up |
Key: unassigned |
Camera Hide | Shows/closes camera view window |
View>Camera view |
Camera Left |
Left |
|
Camera move Here in XYZ orthoview | In orthoview, moves the camera to the point clicked. | Ctrl+MMB |
Camera point this way | In orthoview, points the camera to the point clicked. | MMB |
Camera Paste Texture | Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Camera Paste Texture All Surfaces of brush |
Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. |
Key:unassigned |
Camera Paste Texture Coordinates | Paste Texture Coordinates (only applies to Patch-to-Patch paste operations) | Key:unassigned Camera view>Alt+MMB |
Camera Paste Texture Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Camera Position N restore | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Camera Position N save | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Camera Right |
Right |
|
Camera show |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Camera Strafe Left |
comma |
|
Camera Strafe Right |
period |
|
Camera Turn | Turn in any direction in camera view | RMB+drag |
Camera Up |
D |
|
Camera Up Floor | Moves camera up to next horizontal brush surface |
Page_Up UpFloor |
Camera window toggle |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Cap selected curved patch | Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve. |
Shift+C |
Cap End Patch | Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Center (level) camera view |
levels camera view to horizontal. |
End CenterView |
Center X Y View |
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 |
Circular Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Clear Selected | Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Clipper Toggle |
Toggles between Clipper and Resize-Move modes |
X |
Clip Flip | In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clip Selected) |
Ctrl+Return FlipClip |
Clip Selected |
In Clipper mode (see Clipper Toggle) LMB on edges of selected brush to set and drag 2 or 3 points 0,1,2 in XYZ planes. Press Return (Enter) to discard section to clockwise right from 0 to 1, and 1 to 2. To just split and preserve both sections use Clip Split Selected. |
Return ClipSelected |
Clip Split Selected | As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them. |
Shift+Return SplitSelected |
Clone Selected |
Makes a duplicate of selected items at same position; selects them; unselects original. |
SPACE CloneSelection |
Close Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Close Console | Shows/closes console text info window |
O ToggleConsole |
Close entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Close texture browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
|
T ViewTextures |
Colour of lights |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
J |
Colour Preferences | Set your colour preferences for Dark Radiant. (for other preferences see Preferences.) | View>Colours EditColourScheme |
Cone-shaped brush | Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32. For a curved, bullet-shaped cone see Patch cone. |
Brush>Cone |
Cone-shaped patch(curved) | Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark. |
Patch>cone |
Config (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Connect Selection |
Creates a connection between selected entities.
But why?? |
Entity>connect selected entities |
Console show/hide | Shows/closes console text info window |
O ToggleConsole |
Convert brush, number of sides |
Convert selected brush to be N-sided |
Ctrl+N |
Convert (assign) selection to func_static | Assign selection to func_static. | RMB orthoview context menu |
Coordinates of grid show | Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. |
View>Show>Show Coordinates |
Coordinates of items and size info show | Shows size info and coordinates of items in XYZ orthoview |
View>Show>Show size info |
Copy |
Copies selected with offset from 0,0,0 to the Windows clipboard. If a face is selected then its texture is copied to Dark Radiant's Shader Clipboard |
Ctrl+C Copy |
Copy Shader, Texture |
Copies texture from single selected face or patch to Dark Radiant's shader clipboard. |
key:unassigned |
Create brush | Create new brush (must have nothing selected) | LMB+Drag in orthoview |
Create Curve Catmull Rom |
?? |
|
Create Curve N U R B S |
?? |
|
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 |
Shift+X |
CSG Hollow brushes |
Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. |
Brush>CSG>Make hollow |
CSG Merge brushes |
Attempts to merge two or more brushes into one. Intended composite shape must be convex. |
Ctrl+U |
CSG Room brushes |
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.) |
Left button bar |
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 |
Cubic Clip Zoom In |
?? |
Ctrl+plus |
Cubic Clip Zoom Out |
?? |
Ctrl+minus CubicClipZoomOut |
Curve creation | Consider patch bevel, patch end cap, brush prism | |
Curve Append Control Point |
?? |
|
Curve Convert Type |
?? |
|
Curve Insert Control Point |
?? |
|
Curve Remove Control Point |
?? |
|
Cycle Cap Texture Patch |
?? |
Ctrl+Shift+N |
Cylinders, pipes, pillars, cylinders, or rods: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Delete patch, rows or columns | Delete either two rows or two columns
at either beginning or end of a patch.
|
Patch>delete> |
Delete Selected |
Deletes selected items |
BackSpace DeleteSelection |
Deselect Selected | Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Disks, pipes, pillars, cylinders, or rods: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Disk brush (prism) | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Down Floor | Moves camera down to next horizontal brush surface |
Page_down DownFloor |
Drag (move) or rotate selection in any direction | In QE mode, Drag LMB within item to move it. (may need touch collision model outline) or rotate mode to rotate it. See also Nudge options. | LMB+Drag |
Drag (move) 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 Nudge for keys to move in one direction. | LMB, then Shift then drag |
Drag edges | Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush. |
E DragEdges |
Drag Entities |
Toggles Drag Entities mode. ?? |
Modify>Components>Entities |
Drag Faces |
Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. |
F DragFaces |
Drag Vertices |
Toggles Drag Vertices mode. Enables all vertices of brushes and patches to be moved to reshape. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
V |
Edges,drag |
Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush. |
E DragEdges |
End Cap Patch | Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Entity create or assign to | Create or assign to entity. | RMB orthoview context menu |
Entity Inspector toggle show/hide |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Entity List |
Toggles show/hide list of all entities in the map. Can select. |
L EntityList |
Entity names show | Show entity names in XYZ orthoview |
View>Show>Show Names |
Entity revert to worldspawn |
Reverts primitives group entity back to worldspawn |
Shift+G |
Erase Selected |
Deletes selected
items |
BackSpace DeleteSelection |
Exit Dark Radiant | Close Dark Radiant |
File>Exit |
Expand Selection To Entities |
Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity. |
Ctrl+Alt+E ExpandSelectionToEntities |
Export collision model CM file |
Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.) |
Edit>Create collision model.. |
Export selected as OBJ file |
Save selected brushes as OBJ file for import into 3D modelling programs. |
Edit>Export selected brushes to OBJ |
Export selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Faces, drag | Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush. |
F DragFaces |
Filter various types | Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see Defining custom Filters in DarkRadiant. For other filtering, see Hide, and Region. |
Filter>All 'type' |
Filter Region | see Region options | |
Filter (Hide) Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Find Brush |
Makes brush #n input the selection. Or gives n if brush already selected. Buggy? |
Map>Find brush |
Find and Replace Textures |
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement. |
FindReplaceTextures |
Flip Clip | In Clipper mode (see Clipper Toggle) toggles discard side from clockwise right to clockwise left (see Clip Selected) |
Ctrl+Return FlipClip |
Flip (mirror) Selection X |
Converts selected brushes or patches to mirror version of itself along the X plane |
Modify>Flip>Flip X |
Flip (mirror) Selection Y |
Converts selected brushes or patches to mirror version of itself along the Y plane |
Modify>Flip>Flip Y |
Flip (mirror) Selection Z | Converts selected brushes or patches to mirror version of itself along the Z plane |
Modify>Flip>Flip Z |
Flip Texture X |
Mirror texture in X plane |
> Surface Inspector |
Flip Texture Y |
Mirror texture in Y plane |
> Surface Inspector |
Fog (on Light Inspector) |
Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button. |
J |
Func_static,convert (assign) selection to | Assign selection to func_static. | RMB orthoview context menu |
G to M
DARK RADIANT CONTROLS | ||
CONTROL |
DESCRIPTION |
DEFAULT KEY |
Game Select | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
Key:P>Preferences>Game Edit>Preferences>Game
|
Globe-shaped brush |
Converts selected brush to sphere shape
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
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 |
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 |
Ctrl+Shift+C ToggleCamera |
Hide Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
Hide entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Hide Selected |
Hide selected items. Use any time to hide more and more (see Show Hidden to reveal all) |
H |
Hide texture browser |
Shows/closes texture browser window
with previously chosen textures (see also media browser for all.)
|
T ViewTextures |
Hide (filter) various types | Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see Defining custom Filters in DarkRadiant. For other filtering, see Hide, and Region. |
Filter>All 'type' |
History: Open most recently used map N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Hollow brush (CSG) | Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room. |
Brush>CSG>Make hollow |
Horizontal (level) camera view |
levels camera view to horizontal. |
End CenterView |
Image background | Sets background image as wallpaper in XYZ orthoview | View>background image |
Import Map |
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. |
File > Import |
Info of Map | List how many of all entities
plus total number of entities, brushes, and patches. |
M |
Insert into patch | Insert either two rows or two columns
at either beginning or end of a patch. |
Patch>insert> |
Insert Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Invert Patch surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Invert Selected | Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. |
I InvertSelection |
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.) |
Ctrl+Shift+L PrevLeakSpot |
Level (center) camera view |
levels camera view to horizontal. |
End CenterView |
Light Inspector Toggle |
Displays Light Inspector to adjust light properties of colour, brightness, filtering, fog and more. |
J ToggleLightInspector |
Light brightness |
Display Light Inspector. Select Colour. Adjust the 'value' field for brightness. |
J ToggleLightInspector |
Light creation | Create Light | RMB orthoview context menu |
Lights colour |
Display Light Inspector. Select Colour. Use colour selector or type in values direct. |
J ToggleLightInspector |
Load Position N of camera | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Load Prefab |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Locate selection using Workzone gridlines |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone |
Lock Texture |
Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved. |
Shift+T or S>Surface Inspector> Texture Lock button |
Look Through Camera |
Look Through Camera
?? |
View>Camera>Look Through Camera |
Look Through Selected |
Look Through Selected
?? |
View>Camera>Look Through Selected |
Make Detail |
?? |
Ctrl+M MakeDetail |
Make Structural |
?? |
Ctrl+Shift+S |
Map Info |
List how many of all entities
plus total number of entities, brushes, and patches. |
M |
Map, Open most recently used N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Matrix Transpose, patch | Same as invert ?? |
Ctrl+Shift+M |
Media browser | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
Merge brushes (CSG) |
Attempts to merge two or more brushes into one. Intended composite shape must be convex. |
Ctrl+U |
Merge (Import) Map |
Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant. |
File > Import |
Mirror (flip) Selection X |
Converts selected brushes or patches to mirror version of itself along the X plane |
Modify>Flip>Flip X |
Mirror (flip) Selection Y |
Converts selected brushes or patches to mirror version of itself along the Y plane |
Modify>Flip>Flip Y |
Mirror (flip) Selection Z |
Converts selected brushes or patches to mirror version of itself along the Z plane |
Modify>Flip>Flip Z |
Mod setting/ selection | Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Model creation | Create model assigned to func_static. | RMB orthoview context menu |
Models Refresh |
Reloads all model resources used in map. |
File>Refresh models |
Model, free rotation | Don't know |
Modify>Free Model Rotation |
Monster_clip surround model | Creates a brush textured in monster_clip to selected model. (see Pathfinding | RMB orthoview context menu |
Most recently used maps, open N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Mouse Drag |
Q |
|
Mouse Rotate |
R |
|
Mouse Translate |
W |
|
Move (drag) selection in any direction | Drag LMB within item to move it. (may need touch collision model outline) See also other move and nudge options. | Drag LMB |
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 Nudge for keys to move in one direction. | LMB, then Shift then drag |
Move (nudge) Selection Down |
Move selection one grid line down. |
Alt+Down Arrow key |
Move (nudge) Selection Left |
Move selection one grid line left |
Alt+Left Arrow key |
Move (nudge) Selection Right |
Move selection one grid line right |
Alt+Right Arrow key |
Move (nudge) Selection Up |
Move selection one grid line up |
Alt+Up Arrow key |
Move Selection Down | Move selection down one grid line
(see also Nudge) |
Shift+KP_Subtract |
Move Selection Up | Move selection up one grid line
(see also Nudge) |
Shift+KP_Add |
Move Vertices |
Toggles Drag 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 |
Names show |
Show entity names in XYZ orthoview |
View>Show>Show Names |
New Map | Clear all ready to create new map. |
File>New Map |
New XYZ Orthoview window | Creates new
XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Next Leak Spot |
Show next leak spot? (see also Pointfile.) |
Ctrl+Shift+K NextLeakSpot |
Next View |
Cycles to next Orthoview XYZ views : XY (top), XZ (front), YZ side. |
Ctrl+Tab NextView |
Normalise Texture |
|
|
Nudge (move) Selection Down |
Move selection one grid line down. |
Alt+Down Arrow key |
Nudge (move) Selection Left |
Move selection one grid line left |
Alt+Left Arrow key |
Nudge (move) Selection Right |
Move selection one grid line right |
Alt+Right Arrow key |
Nudge (move) Selection Up |
Move selection one grid line up |
Alt+Up Arrow key |
Objectives Editor |
Displays Mission Objectives Editor. See Objectives |
Map>Objectives |
Open Map |
Load in a previously created map file. | |
Open Map most recently used N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Options (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Orthoview window creation |
Creates new XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Overlay Dialog |
Alt+O |
|
Parent selected primitives |
Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu |
Edit>Reparent primitives |
Paste |
Pastes from Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If faces selected then the texture is copied from Dark Radiant's Shader Clipboard
|
Ctrl+V Paste |
Paste to Camera |
Pastes from Windows clipboard to centre on camera position. |
Alt+V |
Paste Shader | Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Paste Shader Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Paste Texture |
Pastes texture from Dark Radiant's shader clipboard to selected items. |
Key:unassigned |
Paste Texture All Surfaces of brush |
Pastes texture from Dark Radiant's shader clipboard to all faces of selected items. |
Key:unassigned |
Paste Texture Coordinates | Paste Texture Coordinates (only applies to Patch-to-Patch paste operations) | Key:unassigned Camera view>Alt+MMB |
Paste Texture Natural |
Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details. |
Key:unassigned |
Patch (flat, simple mesh) | Creates a flat rectangular patch its texture surface facing out the XYZ orthoview (see Invert Patch to reverse.) If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain. |
Shift+P |
Patch Append | Append either two rows or two columns
at either beginning or end of a patch.
|
Patch>append |
Patch Bevel | Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch. | |
Patch cap selected curve | Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve. |
Shift+C |
Patch Cone | Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark. |
Patch>cone |
Patch cylinders, pillars, disks, rods, or pipes: (round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Patch, delete rows or columns | Delete either two rows or two columns
at either beginning or end of a patch.
|
Patch>delete> |
Patch End Cap |
Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly. | |
Patch Insert |
Insert either two rows or two columns
at either beginning or end of a patch. |
Patch>insert> |
Patch Inspector |
Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) |
Shift+S PatchInspector |
Patch invert, reverse, surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Patch, redisperse columns or rows |
Spreads out the vertices evenly in either columns or rows of a patch. |
Ctrl+Shift+E Ctrl+E |
Patch Thicken | Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced patches. |
Ctrl+T |
Patch transpose matrix | Same as invert ?? |
Ctrl+Shift+M |
Pillars, cylinders, disks, rods, or pipes: (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Pillar (round)-shaped Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Pipes, pillars, cylinders, disks, or rods (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Plate shape Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Player Start move here | Moves Player Start to cursor | RMB orthoview context menu |
Pointfile toggle |
Uses Pointfile info made by Doom3's dmap command to draw red line from void to first entity to indicate leak path.
|
File>Pointfile |
Prefab insert |
Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point. |
File > Load prefab |
Prefab save selected | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Preferences |
Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Previous Leak Spot |
Show previous leak spot? (see also Pointfile.) |
Ctrl+Shift+L PrevLeakSpot |
Prism brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Project Settings |
Select Game settings to specify Doom3 path and mod, eg, darkmod. |
P>Preferences>Game Edit>Preferences>Game
|
Pyramid-shape brush | Converts selected brush to cone shape
of N side faces where N can be 3, 4 (pyramids) to 32 |
Brush>Cone |
Recently used maps, open N | Opens most recently used map N where N can be 1 to 11 |
File>1 to 11 |
Receptron and Source (Stim and Response) Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Redisperse patch columns or rows |
Spreads out the vertices evenly in either columns or rows of a patch. |
Ctrl+Shift+E Ctrl+E |
Redo |
Restores the state prior to the last Undo |
Ctrl+Y Redo |
Refresh Models |
Reloads all model resources used in map. |
File>Refresh models |
Refresh Shaders |
|
|
Region Off |
Clears region filter to show whole map (except other filters and Hide.) |
View>Region>Switch off |
Region Save | Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position. |
File>Save region |
Region Set from Brush |
Hides all map except region defined by temporary selected brush (brush is deleted.) |
View>Region>Set from brush |
Region Set from Selection |
Hides all map except region defined by current selection. |
Ctrl+Shift+R RegionSetSelection |
Region Set from XY TOP orthoview | Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides. |
View>Region>Set |
Reload Models |
Reloads all model resources used in map. |
File>Refresh models |
Remove Selected |
Deletes selected
items |
BackSpace DeleteSelection |
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 and Rotate Dialog |
Displays dialog to rotate and scale in steps. |
Modify>Rotate and scale |
Rescale, resize brush | Left mouse button drag outside of selected brush to/ from face to resize it. (see also Drag Faces) | LMB+drag |
Rescale, Resize Model |
To rescale a model in Dark Radiant see Rescaling, Resizing, Models in Dark Radiant |
|
Response and Stim Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Restore camera Position N | changes camera position to that saved previously with Save position N. |
Alt+N (N=0 to 9) |
Reverse patch, invert surface or curve | A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better. |
Ctrl+I |
Reverse Selected | Clears selected and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. |
I InvertSelection |
Revert To Worldspawn |
Reverts primitives group entity back to worldspawn |
Shift+G |
Rods, pipes, pillars, disks, or cylinders (patches, round or square) | Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection. |
Patch>cylinder (round) |
Rod-shaped Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Room brushes (CSG) |
Replaces a selected brush with multiple brushes
to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.) |
Left button bar |
Rotate and Scale Dialog |
Displays dialog to rotate and scale in steps. |
Modify>Rotate and scale |
Rotate or drag (move) selection in any direction | In QE mode, Drag LMB within item to move it. (may need touch collision model outline) or Rotate mode to rotate it. See also Nudge options. | LMB+Drag |
Rotate Selection X |
Rotates the selection clockwise 90°
round the X axis |
Modify>Rotate>Rotate X |
Rotate Selection Y |
Rotates the selection clockwise 90°
round the Y axis |
Modify>Rotate>Rotate Y |
Rotate Selection Z |
Rotates the selection clockwise 90°
round the Z axis |
Modify>Rotate>Rotate Z |
Round Brush | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Save camera position N | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Map |
Save current map as map file. |
Ctrl+S SaveMap |
Save Map As |
Save current map with new name. |
File>Save as |
Save Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Save Region |
Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position. |
File>Save region |
Save Selected |
Saves the current selected items as a map file. |
File>Save Selected |
Save selected as prefab | Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point. |
File > Save selected as prefab |
Scroll, pan, XYZ Orthoview | Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster. | RMB+drag |
Select Add/ Subtract multi | Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview. | Shift+LMB |
Select 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. |
Ctrl+Alt+E ExpandSelectionToEntities |
Select children |
Deselects entities of selection so only child primitives remain selected. |
Edit>Select children |
Select Cycle Face Selection | Cycle Face Selection in camera view ?? | Ctrl+Shift+Alt+MMB |
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 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 Add/ Subtract multi Faces | Adds or subtracts (select/ deselect) faces to/ from any already selected in camera view. | Shift+Ctrl+LMB |
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 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. |
Edit>Select Complete Tall |
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.
|
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 | keys: 1(1) to 9(256) Grid>GridN |
Settings (Preferences) | Set Dark Radiant preferences. For display colours see Colours. |
P Preferences |
Show Angles |
Show angles ?? |
View>Show>Show Angles (also in Preferences>Orthoview) |
Show Axes |
Show Axes ?? |
View>Show>Show Axes (also in Preferences>Orthoview) |
Show Blocks |
Show blocks in XYZ orthoview |
View>Show>Show Blocks (also in Preferences>Orthoview) |
Show Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Show Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
Show Command List |
|
|
Show Coordinates |
Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar. |
View>Show>Show Coordinates |
Show Crosshairs |
Toggle Crosshairs (grid) on and off |
Shift+X |
Show entity Inspector |
Shows/closes entity inspector with entity properties |
N ToggleEntityInspector |
Show Hidden |
Shows hidden items. Reveals ALL hidden items. (See Hide) |
Shift+H |
Show In Use |
|
|
Show Names |
Shows entity names in XYZ orthoview |
View>Show>Show Names (also in Preferences>Orthoview) |
Show Size Info and coordinates of items | Shows size info and coordinates of items in XYZ orthoview |
View>Show>Show size info (also in Preferences>Orthoview) |
Show texture browser |
Shows/closes texture browser window
|
T ViewTextures |
Show Window Outline |
Shows Window Outline
?? |
View>Show>Show Window Outline |
Show Workzone |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences>Orthoview) |
Sides of Brush, change number |
Convert selected brush to be N-sided |
Ctrl+N |
Simple Patch Mesh |
Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain. |
Shift+P |
Size Info and coordinates of items | Shows size info and coordinates of items in XYZ orthoview |
View>Show>Show size info |
Snap To Grid |
Snaps selected to grid. |
Ctrl+G |
Sound (speaker), create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Source and Receptron (Stim and Response) Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Speaker, create | Creates speaker. See Adding ambient Sounds to your Map | RMB orthoview context menu |
Sphere-shaped brush |
Converts selected brush to sphere shape
of N² faces where N can be 3 (9 faces) to 7 (49 faces.) |
Brush>sphere |
Split Selected Clip | As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them. |
Shift+Return SplitSelected |
Stim and Response Editor |
Displays Stim/Response editor. Must have single entity selected. |
Entity>Stim/Response |
Stitch Patch Texture |
?? |
|
Store Position N of camera | Stores camera position. (restore with Load Position N.) |
Ctrl+Alt+N (N=0 to 9) |
Subtract brushes (CSG) |
Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed. |
Shift+U |
Surface Inspector of texture properties | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
S SurfaceInspector |
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.)
|
T ViewTextures |
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. |
S SurfaceInspector |
Texture Rotate Clock |
Shift+Page_Down |
|
Texture Rotate Counter |
Alt+Page_Up |
|
Texture Scale Down |
Ctrl+Down |
|
Texture Scale Left |
Ctrl+Left |
|
Texture Scale Right |
Ctrl+Right |
|
Texture Scale Up |
Ctrl+Up |
|
Texture Shift Down |
Shift+Down |
|
Texture Shift Left |
Shift+Left |
|
Texture Shift Right |
Shift+Right |
|
Texture Shift Up |
Shift+Up |
|
Texture surface Inspector | Control texture shift, scale, rotation, flipping (mirroring) and texture lock to stop changes when brush moved. |
S SurfaceInspector |
Texture Tool Flip S |
|
|
Texture Tool Flip T |
|
|
Texture Tool Grid Down |
Shift+minus |
|
Texture Tool Grid Up |
Shift+plus |
|
Texture Tool Merge Items |
Alt+M |
|
Texture Tool Select Related |
|
|
Texture Tool Snap To Grid |
Ctrl+Shift+G |
|
Texture Tool Toggle Grid |
|
|
Texture Natural |
Ctrl+N |
|
Texture Tool |
Toggle show/hide texture tool. |
Ctrl+Alt+T TextureTool |
Thicken Patch |
Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced patches. |
Ctrl+T |
Texture Lock |
Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved. |
Shift+T or S>Surface Inspector> Texture Lock button |
Toggle Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
Toggle Clipper |
Toggles between Clipper and Resize-Move modes |
X |
Toggle Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
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 |
N ToggleEntityInspector |
Toggle Entity List |
Toggles show/hide list of all entities in the map. Can select. |
L |
Toggle Free Model Rotation |
Don't know |
Modify>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. |
J |
Toggle Patch Inspector |
Toggles show/hide patch inspector for inspection & control of individual vertices coordinates. (use surface inspector for texture) |
Shift+S PatchInspector |
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.)
|
T |
Toggle texture Tool |
Toggle show/hide texture tool. |
Ctrl+Alt+T TextureTool |
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 |
Displays dialog to rotate and scale in steps. |
Modify>Rotate and scale |
Transpose, patch matrix | Same as invert ?? |
Ctrl+Shift+M |
Triangular Brush |
Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Undo |
Undo the last actual change (does not undo selections.) Number of undo's set in Preferences. |
Ctrl+Z Undo |
Ungroup Selection |
|
|
Unselect Selected |
Unselect selected. In component editing, unselects components on first use, switches back to primitive mode on second, and unselects all primitives on third. |
Esc UnSelectSelection |
Up Floor |
Moves camera up to next horizontal brush surface |
Page_Up UpFloor |
Vertices Drag |
Toggles Drag Vertices mode. Enables all vertices of brushes and patches to be moved to reshape. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead. |
V |
View Camera |
Shows/closes camera view window |
Ctrl+Shift+C ToggleCamera |
View Console |
Shows/closes console text info window |
O (letter) ToggleConsole |
View Entity Inspector |
Shows/closes entity inspector with entity properties |
N |
View Entity List |
Toggles show/hide list of all entities in the map. Can select. |
L |
View Front |
|
|
View Side |
|
|
View texture (chosen) browser |
Shows/closes texture browser window with previously chosen textures (see also media browser for all.)
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T |
View Texture (all) Media browser | Browse all available textures (see also texture browser for previously chosen.) | Select media tab on inspector panel (use T for texture browser first if panel not showing.) |
View Texture Tool |
Toggle show/hide texture tool. |
Ctrl+Alt+T TextureTool |
View Top |
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Wallpaper Background Image | Sets background image as wallpaper in XYZ orthoview | View>background image |
Wedge brush (prism) | Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.) |
Brush>prism |
Workzone gridlines show |
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items |
View>Show>Show Workzone (also in Preferences>Orthoview) |
Worldspawn, revert to |
Reverts primitives group entity back to worldspawn |
Shift+G |
XYZ Orthoview scroll, pan | Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster. | RMB+drag |
XYZ Orthoview window creation |
Creates new
XYZ Orthoview window |
Ctrl+Alt+N NewOrthoView |
Zoom 100% |
Set normal 100% zoom in XYZ orthoviews. |
View>Orthoview>Zoom 100% |
Zoom In |
Zooms in on all XYZ orthoviews |
View>Orthoview>Zoom in |
Zoom Out |
Zooms out on all XYZ orthoviews |
View>Orthoview>Zoom out |
How to Edit or Add to the Table of Controls
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)