Dark Radiant Controls, Keys & Mouse: Difference between revisions

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<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
New XYZ Orthoview
New XYZ Orthoview window</td>
window</td>
<td>Creates new
<td>Creates new
XYZ Orthoview
XYZ Orthoview
Line 2,625: Line 2,624:
</td>
</td>
<td>
<td>
Ctrl+O<br>
Key: Ctrl+O<br>
TopBbar: [[Image:DRopenBut.jpg]]
<br>
File&gt;Open<br>
File&gt;Open<br>
OpenMap
OpenMap
</td>
</td>
Line 2,641: Line 2,641:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Options (Preferences
Options (Preferences)</td>
)</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
<td>Set Dark Radiant preferences. For display colours see Colours.


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<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Paste Shader
Paste Shader</td>
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.
<td>Pastes texture from Dark Radiant's shader clipboard to selected items.


Line 2,731: Line 2,729:
<td>
<td>


Key:unassigned<br>
Camera view&gt;Ctrl+MMB<br>
Edit&gt;Paste shader<BR>
Edit&gt;Paste shader<BR>
PasteShader
PasteShader
Line 2,742: Line 2,742:
</td>
</td>
<td>
<td>
Shift+Middle mouse button<BR>
Key:unassigned<br>
Camera view&gt;Ctrl+Shift+MMB<BR>
PasteShaderNatural
PasteShaderNatural
</td>
</td>
Line 2,755: Line 2,756:
<td>
<td>


Key:unassigned<br>
Camera view&gt;Ctrl+MMB<br>
Edit&gt;Paste shader<br>
Edit&gt;Paste shader<br>
PasteShader
PasteShader
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
Paste Texture All Surfaces of brush
</td>
<td>Pastes texture from Dark Radiant's shader clipboard to all faces of selected items.
</td>
<td>
Key:unassigned<br>
Camera view&gt;Ctrl+Alt+MMB</td>
</tr>
<tr valign="top" align="left">
<td>Paste Texture Coordinates</td>
<td>Paste Texture Coordinates (only applies to Patch-to-Patch paste operations)</td>
<td>Key:unassigned<br>
Camera view&gt;Alt+MMB</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
Line 2,766: Line 2,787:
</td>
</td>
<td>
<td>
Shift+Middle mouse button<br>
Key:unassigned<br>
Camera view&gt;Ctrl+Shift+MMB<br>
PasteShaderNatural
PasteShaderNatural
</td>
</td>
Line 2,785: Line 2,807:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Column Beginning
Patch Append</td>
</td>
<td>Append either two rows or two columns
<td>
at either beginning or end of a patch.
 


</td>
</td>
<td>
<td>
<BR>
Patch&gt;append<BR>
PatchAppendColumnBeginning
PatchAppendColumnBeginning<br>
PatchAppendColumnEnd
<br>
PatchAppendRowBeginning<br>
PatchAppendRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Column End
Patch Bevel</td>
</td>
<td>Produces a 90&deg; horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX  1:1 will produce a quarter-circle curved patch.</td>
<td>
<td>
 
<p>Patch&gt;Bevel<br>
</td>
PatchBevel<br>
<td>
<br>
<BR>
[[Image:Bevel1.jpg]]
PatchAppendColumnEnd
</p>
<p>[[Image:Bevel2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Row Beginning
Patch cap selected curve</td>
</td>
<td>Caps both ends of a  selected curved patch by creating new patches of the same texture to cover the area outlined by the curve.</td>
<td>
<td>
 
Shift+C<br>
</td>
Patch&gt;cap selected
<td>
<br>
<BR>
CapCurrentCurve
PatchAppendRowBeginning
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Append Row End
Patch Cone</td>
</td>
<td>Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone.  For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.</td>
<td>
<td>
 
Patch&gt;cone<BR>
</td>
PatchCone
<td>
<p></p>
<BR>
<p>[[Image:conePatch.jpg]]</p>
PatchAppendRowEnd
<p>[[Image:coneDome.jpg]]</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Bevel</td>
Patch cylinders, pillars, disks, rods, or pipes: (round or square)</td>
<td>Produces a 90&deg; horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX  1:1 will produce a quarter-circle curved patch.</td>
<td>Creates  a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.) To cap the ends use Cap Selection.</td>
<td>
<td>
<p>Patch&gt;Bevel<br>
<p>Patch&gt;cylinder (round)<br>
PatchBevel<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<BR>
<br>
PatchCylinder<br>
[[Image:Bevel1.jpg]]
PatchDenseCylinder<br>
</p>
PatchSquareCylinder<br>
<p>[[Image:Bevel2.jpg]]
PatchVeryDenseCylinder
</p>
</p>
</td>
</td>
Line 2,847: Line 2,879:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Bevel
Patch, delete rows or columns</td>
</td>
<td>Delete either two rows or two columns
<td>
at either beginning or end of a patch.
 


</td>
</td>
<td>
<td>
<BR>
Patch&gt;delete&gt;<BR>
PatchBevel
PatchDeleteColumnBeginning<br>
PatchDeleteColumnEnd<br>
PatchDeleteRowBeginning<br>
PatchDeleteRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cone
Patch End Cap
</td>
</td>
<td>Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.</td>
<td>Produces a 180&deg; horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX  1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.</td>
<td>
<td>
Patch&gt;cone<BR>
<p>Patch&gt;End cap<BR>
PatchCone
PatchEndCap<br>
<p></p>
<br>
<p>[[Image:conePatch.jpg]]</p>
[[Image:endCap1.jpg]]
<p>[[Image:coneDome.jpg]]</p>
</p>
<p>[[Image:endCap2.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Cylinder
Patch Insert
</td>
</td>
<td>
<td>Insert either two rows or two columns
 
at either beginning or end of a patch.
</td>
</td>
<td>
<td>
<BR>
Patch&gt;insert&gt;<BR>
PatchCylinder
PatchInsertColumnBeginning<br>
PatchInsertColumnEnd<br>
PatchInsertRowBeginning<br>
PatchInsertRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Column Beginning
Patch Inspector
</td>
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
</td>
</td>
<td>
<td>
Shift+S<br>
View&gt;patch inspector<br>


</td>
PatchInspector
<td>
<BR>
PatchDeleteColumnBeginning
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Column End
Patch invert, reverse, surface or curve</td>
</td>
<td>A patch is one visible textured face even if curved around. This control reverses that face
to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.</td>
<td>
<td>


</td>
Ctrl+I<br>
<td>
Patch&gt;Matrix&gt;invert<br>
<BR>
InvertCurve
PatchDeleteColumnEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row Beginning
Patch, redisperse columns or rows
</td>
</td>
<td>
<td>Spreads out the vertices evenly in either columns or rows of a patch.


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+E<br>
PatchDeleteRowBeginning
 
Ctrl+E<br>
Patch&gt;matrix&gt;redisperse&gt;
<br>
RedisperseCols
<br>
RedisperseRows
 
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Delete Row End
Patch Thicken</td>
</td>
<td>Used on elected patch(es), 'Thicken'
creates several patch walls to form a shell to simulate thick multi-surfaced
patches.</td>
<td>
<td>
 
Ctrl+T<br>
</td>
Patch&gt;Thicken selected patches<br>
<td>
ThickenPatch
<BR>
PatchDeleteRowEnd
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Dense Cylinder
Patch transpose matrix</td>
</td>
<td>Same as invert ??
<td>


</td>
</td>
<td>
<td>
<BR>
Ctrl+Shift+M<br>
PatchDenseCylinder
Patch&gt;Matrix&gt;transpose
<br>
MatrixTranspose
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch End Cap
Pillars, cylinders, disks, rods, or pipes: (patches, round or square)</td>
</td>
<td>Creates  a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.) To cap the ends use Cap Selection.</td>
<td>Produces a 180&deg; horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX  1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.</td>
<td>
<td>
<p>Patch&gt;End cap<BR>
<p>Patch&gt;cylinder (round)<br>
PatchEndCap<br>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
<br>
PatchCylinder<br>
[[Image:endCap1.jpg]]
PatchDenseCylinder<br>
</p>
PatchSquareCylinder<br>
<p>[[Image:endCap2.jpg]]
PatchVeryDenseCylinder
</p>
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Column Beginning
Pillar (round)-shaped Brush
</td>
</td>
<td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
 
</td>
</td>
<td>
<td>
<BR>
Brush&gt;prism<br>
PatchInsertColumnBeginning
BrushPrism
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Column End
Pipes, pillars, cylinders, disks, or  rods (patches, round or square)</td>
</td>
<td>Creates  a  pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.)  To cap the ends use Cap Selection.</td>
<td>
<td>
 
<p>Patch&gt;cylinder (round)<br>
</td>
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
<td>
PatchCylinder<br>
Ctrl+Shift+KP_Add<BR>
PatchDenseCylinder<br>
PatchInsertColumnEnd
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Row Beginning
Plate shape Brush
</td>
</td>
<td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
 
</td>
</td>
<td>
<td>
<BR>
Brush&gt;prism<br>
PatchInsertRowBeginning
BrushPrism
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Player Start move here</td>
<td>Moves Player Start to cursor</td>
<td>RMB orthoview context menu</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Insert Row End
Pointfile
</td>
toggle</td>
<td>
<td>Uses  Pointfile  info made by  Doom3's dmap command to draw red line from void to first entity to indicate leak path.
 


(see also Next and Previous leak spot.)
</td>
</td>
<td>
<td>
Ctrl+KP_Add<BR>
File&gt;Pointfile<br>
PatchInsertRowEnd
TogglePointfile
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Inspector
Prefab insert
</td>
<td>Toggles show/hide patch inspector for inspection &amp; control of individual vertices coordinates. (use surface inspector for texture)
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
Shift+S<br>
<p>File &gt; Load prefab<br>
View&gt;patch inspector<br>
RMB orthoview context menu<BR>
 
LoadPrefab
PatchInspector
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Square Cylinder
Prefab save selected</td>
</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
<td>
 
File &gt; Save selected as prefab<br>
</td>
SaveSelectedAsPrefab
<td>
<BR>
PatchSquareCylinder
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Patch Very Dense Cylinder
Preferences
</td>
</td>
<td>
<td>Set Dark Radiant preferences. For display colours see Colours.


</td>
</td>
<td>
<td>
<BR>
P<br>
PatchVeryDenseCylinder
Edit&gt;Preferences<br>
 
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Pillar (round)-shaped Brush
Previous Leak Spot
</td>
</td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
<td>Show previous leak spot? (see also Pointfile.)
 
</td>
</td>
<td>
<td>
Brush&gt;prism<br>
Ctrl+Shift+L<br>
BrushPrism
View&gt;camera&gt;Previous leak spot<br>
 
PrevLeakSpot
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Plate shape Brush
Prism brush
</td>
</td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
</td>
</td>
<td>
<td>
Brush&gt;prism<br>
<p>Brush&gt;prism<br>
BrushPrism
BrushPrism</p>
<p>[[Image:prismWedge.jpg]]
</p>
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Pointfile
Project Settings
toggle</td>
<td>Uses  Pointfile  info made by  Doom3's dmap command to draw red line from void to first entity to indicate leak path.
 
 
(see also Next and Previous leak spot.)
</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
File&gt;Pointfile<br>
P&gt;Preferences&gt;Game<br>
TogglePointfile
 
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<BR>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prefab insert
Pyramid-shape brush</td>
<td>Converts selected brush to cone shape
of N side faces where N can be 3, 4 (pyramids) to 32
</td>
</td>
<td>Inserts prefab (group of brushes, models, etc.) as draggable selection. Includes offset to insertion point.</td>
<td>
<td>
<p>File &gt; Load prefab<br>
Brush&gt;Cone<br>
Grid &gt; Right click &gt; Insert prefab
BrushCone
<BR>
LoadPrefab
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prefab save selected</td>
Recently used maps, open N</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>
File&gt;1 to 11<br>
MRUOpenN</td>
</tr>
<tr valign="top" align="left">
<td>
Receptron and Source (Stim and Response) Editor
</td>
<td>Displays Stim/Response editor. Must have single entity selected.
</td>
<td>
<td>
File &gt; Save selected as prefab<br>
Entity&gt;Stim/Response<br>
SaveSelectedAsPrefab
StimResponseEditor
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Preferences
Redisperse patch columns or rows
</td>
</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
<td>Spreads out the vertices evenly in either columns or rows of a patch.


</td>
</td>
<td>
<td>
P<br>
Ctrl+Shift+E<BR>
Edit&gt;Preferences<br>
 
Ctrl+E<br>
Patch&gt;matrix&gt;redisperse&gt;
<br>
RedisperseCols
<br>
RedisperseRows


Preferences
</td>
</td>
</tr>
</tr>
Line 3,120: Line 3,212:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Previous Leak Spot
Redo
</td>
<td>Show previous leak spot? (see also Pointfile.)
 
</td>
</td>
<td>Restores
the state prior to the last Undo</td>
<td>
<td>
Ctrl+Shift+L<br>
Ctrl+Y<br>
View&gt;camera&gt;Previous leak spot<br>
Edit&gt;Redo<br>


PrevLeakSpot
Redo
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Prism brush
Refresh Models
</td>
</td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
<td>Reloads all model resources used in map.
 
</td>
</td>
<td>
<td>
<p>Brush&gt;prism<br>
File&gt;Refresh models<BR>
BrushPrism</p>
RefreshReferences
<p>[[Image:prismWedge.jpg]]
</p>
<p>[[Image:prismDisk.jpg]]
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Project Settings
Refresh Shaders
</td>
</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
P&gt;Preferences&gt;Game<br>


Edit&gt;Preferences&gt;Game
</td>
<br>
<td>
File&gt;Select Game
<BR>
<BR>
ProjectSettings
RefreshShaders
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Pyramid-shape brush</td>
Region Off
<td>Converts selected brush to cone shape
</td>
of N side faces where N can be 3, 4 (pyramids) to 32
<td>Clears region filter to show whole map (except other filters and Hide.)
 
</td>
</td>
<td>
<td>
Brush&gt;Cone<br>
View&gt;Region&gt;Switch off<BR>
BrushCone
RegionOff
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Recently used maps, open N</td>
Region Save</td>
<td>Opens most recently used map N where N can be 1 to 11</td>
<td>Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td>
<td>
<td>
File&gt;1 to 11<br>
File&gt;Save region<br>
MRUOpenN</td>
SaveRegion
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Receptron and Source (Stim and Response) Editor
Region Set from Brush
</td>
</td>
<td>Displays Stim/Response editor. Must have single entity selected.
<td>Hides all map except region defined by temporary selected brush (brush is deleted.)
 
</td>
</td>
<td>
<td>
Entity&gt;Stim/Response<br>
View&gt;Region&gt;Set from brush<BR>
StimResponseEditor
RegionSetBrush
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redisperse Cols
Region Set from Selection
</td>
<td>Hides all map except region defined by current selection.
 
</td>
</td>
<td>
<td>
Ctrl+Shift+R<br>
View&gt;Region&gt;Set from selection<br>


RegionSetSelection
</td>
</tr>
<tr valign="top" align="left">
<td>
Region Set from XY TOP orthoview</td>
<td>Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides.
</td>
</td>
<td>
<td>
Ctrl+Shift+E<BR>
View&gt;Region&gt;Set <BR>
RedisperseCols
RegionSetXY
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redisperse Rows
Reload Models
</td>
</td>
<td>
<td>Reloads all model resources used in map.


</td>
</td>
<td>
<td>
Ctrl+E<BR>
File&gt;Refresh models<br>
RedisperseRows
RefreshReferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Redo
Remove Selected
</td>
<td>Deletes selected
items
</td>
</td>
<td>Restores
the state prior to the last Undo</td>
<td>
<td>
Ctrl+Y<br>
BackSpace<br>
Edit&gt;Redo<br>
Edit&gt;Delete<br>


Redo
DeleteSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Refresh Models
Reparent selected primitives</td>
</td>
<td>
<td>Reloads all model resources used in map.
Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives;  cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu
 
</td>
</td>
<td>
<td>
File&gt;Refresh models<BR>
Edit&gt;Reparent primitives<BR>
RefreshReferences
ParentSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Refresh Shaders
Replace Textures
</td>
</td>
<td>
<td>
 
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement.
</td>
</td>
<td>
<td>
<BR>
FindReplaceTextures
RefreshShaders
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Off
Rescale and Rotate Dialog
</td>
</td>
<td>Clears region filter to show whole map (except other filters and Hide.)
<td>Displays dialog to rotate and scale in steps.
 
</td>
</td>
<td>
<td>
View&gt;Region&gt;Switch off<BR>
Modify&gt;Rotate and scale<br>
RegionOff
TransformDialog
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Rescale, resize brush</td>
Region Save</td>
<td>Left mouse button drag ''outside'' of selected brush to/ from face to resize it. (see also Drag Faces)</td>
<td>Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td>
<td>LMB+drag</td>
<td>
File&gt;Save region<br>
SaveRegion
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set from Brush
Rescale, Resize Model
</td>
</td>
<td>Hides all map except region defined by temporary selected brush (brush is deleted.)
<td>
 
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
</td>
</td>
<td>
<td>
View&gt;Region&gt;Set from brush<BR>
RegionSetBrush
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set from Selection
Response and Stim Editor
</td>
</td>
<td>Hides all map except region defined by current selection.
<td>Displays Stim/Response editor. Must have single entity selected.
 
</td>
</td>
<td>
<td>
Ctrl+Shift+R<br>
Entity&gt;Stim/Response<br>
View&gt;Region&gt;Set from selection<br>
StimResponseEditor
 
RegionSetSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Region Set from XY TOP orthoview</td>
Restore camera Position N</td>
<td>Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides.
<td>changes camera position to that saved previously with Save position N.
 
</td>
</td>
<td>
<td>
View&gt;Region&gt;Set <BR>
Alt+N (N=0 to 9)<br>
RegionSetXY
LoadPositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reload Models
Reverse patch, invert surface or curve</td>
</td>
<td>A patch is one visible textured face even if curved around. This control reverses that face
<td>Reloads all model resources used in map.
to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.</td>
<td>


</td>
Ctrl+I<br>
<td>
Patch&gt;Matrix&gt;invert<br>
File&gt;Refresh models<br>
InvertCurve
RefreshReferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Remove Selected
Reverse Selected</td>
</td>
<td>Clears selected
<td>Deletes selected
and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td>
items
</td>
<td>
<td>
BackSpace<br>
I<br>
Edit&gt;Delete<br>
Edt&gt;Invert selection<br>


DeleteSelection
InvertSelection
</td>
</td>
</tr>
</tr>
Line 3,342: Line 3,432:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reparent selected primitives</td>
Revert To Worldspawn
</td>
<td>Reverts primitives group entity back to worldspawn
 
</td>
<td>
<td>
Assigns selected brush(es) to selected '''existing''' entity. '''Entity must be selected last'''. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu
Shift+G<br>
Entity&gt;revert group to worldspawn<br>
RMB orthoview menu&gt;revert to worldspawn<BR>
RevertToWorldspawn
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
Rods, pipes, pillars, disks, or cylinders (patches, round or square)</td>
<td>Creates  a  pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both:  a hollow cylinder.)  To cap the ends use Cap Selection.</td>
<td>
<td>
Edit&gt;Reparent primitives<BR>
<p>Patch&gt;cylinder (round)<br>
ParentSelection
Patch&gt;More cylinders&gt;square, dense, very dense cylinders<br>
PatchCylinder<br>
PatchDenseCylinder<br>
PatchSquareCylinder<br>
PatchVeryDenseCylinder
</p>
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Replace Textures
Rod-shaped Brush
</td>
</td>
<td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement.
</td>
</td>
<td>
<td>
FindReplaceTextures
Brush&gt;prism<br>
BrushPrism
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rescale and Rotate Dialog
Room
brushes (CSG)</td>
<td>Replaces a selected brush with multiple  brushes
to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.)
</td>
<td>
Left button bar<br>
CSGRoom
</td>
</tr>
<tr valign="top" align="left">
<td>
Rotate and Scale Dialog
</td>
</td>
<td>Displays dialog to rotate and scale in steps.
<td>Displays dialog to rotate and scale in steps.
Line 3,376: Line 3,494:
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Rescale, resize brush</td>
<td>Rotate or drag (move) selection in any direction</td>
<td>Left mouse button drag ''outside'' of selected brush to/ from face to resize it. (see also Drag Faces)</td>
<td>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.</td>
<td>Left mouse button drag</td>
<td> LMB+Drag</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rescale, Resize Model
Rotate Selection X
</td>
</td>
<td>
<td>Rotates the selection clockwise 90&deg;
To rescale a model in Dark Radiant see [[Rescaling, Resizing, Models in Dark Radiant]]
round the X axis
</td>
</td>
<td>
<td>
Modify&gt;Rotate&gt;Rotate X<BR>
RotateSelectionX
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Response and Stim Editor
Rotate Selection Y
</td>
</td>
<td>Displays Stim/Response editor. Must have single entity selected.
<td>Rotates the selection clockwise 90&deg;
round the Y axis
</td>
</td>
<td>
<td>
Entity&gt;Stim/Response<br>
Modify&gt;Rotate&gt;Rotate Y<br>
StimResponseEditor
RotateSelectionY
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Restore camera Position N</td>
Rotate Selection Z
<td>changes camera position to that saved previously with Save position N.
</td>
 
<td>Rotates the selection clockwise 90&deg;
round the Z axis
</td>
</td>
<td>
<td>
Alt+N (N=0 to 9)<br>
Modify&gt;Rotate&gt;Rotate Z<br>
LoadPositionN</td>
RotateSelectionZ</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Reverse Selected</td>
Round Brush</td>
<td>Clears selected
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
and selects everything that was not selected.In component editing (vertices, edges,) inverts the current component selection only. </td>
</td>
<td>
<td>
I<br>
Brush&gt;prism<br>
Edt&gt;Invert selection<br>
BrushPrism
 
InvertSelection
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Revert To Worldspawn
Save camera position N</td>
</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Reverts primitives group entity back to worldspawn
 
</td>
</td>
<td>
<td>
Shift+G<br>
Ctrl+Alt+N (N=0 to 9)<br>
Entity&gt;revert group to worldspawn<br>
SavePositionN</td>
RMB orthoview menu&gt;revert to worldspawn<BR>
RevertToWorldspawn
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rod-shaped Brush
Save Map
</td>
</td>
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
<td>Save current map as map file.
 
</td>
</td>
<td>
<td>
Brush&gt;prism<br>
Ctrl+S<br>
BrushPrism
File&gt;Save<br>
 
SaveMap
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Room
Save Map As
brushes (CSG)</td>
</td>
<td>Replaces a selected brush with multiple  brushes
<td>Save current map with new name.
to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.)
 
</td>
</td>
<td>
<td>
Left button bar<br>
File&gt;Save as<BR>
CSGRoom
SaveMapAs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate and Scale Dialog
Save Position N of camera</td>
</td>
<td>Stores camera position. (restore with Load Position N.)
<td>Displays dialog to rotate and scale in steps.
</td>
</td>
<td>
<td>
Modify&gt;Rotate and scale<br>
Ctrl+Alt+N (N=0 to 9)<br>
TransformDialog
SavePositionN</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection X
Save Region
</td>
<td>Rotates the selection clockwise 90&deg;
round the X axis
</td>
</td>
<td>Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td>
<td>
<td>
Modify&gt;Rotate&gt;Rotate X<BR>
File&gt;Save region<BR>
RotateSelectionX
SaveRegion
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection Y
Save Selected
</td>
</td>
<td>Rotates the selection clockwise 90&deg;
<td>Saves the current selected items as a map file.
round the Y axis
</td>
</td>
<td>
<td>
Modify&gt;Rotate&gt;Rotate Y<br>
File&gt;Save Selected<BR>
RotateSelectionY
SaveSelected
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Rotate Selection Z
Save selected as prefab</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>
File &gt; Save selected as prefab<br>
SaveSelectedAsPrefab
</td>
</td>
<td>Rotates the selection clockwise 90&deg;
round the Z axis
</td>
<td>
Modify&gt;Rotate&gt;Rotate Z<br>
RotateSelectionZ</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>Scroll, pan, XYZ Orthoview</td>
<td>Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster.</td>
<td>RMB+drag</td>
</tr>
<tr valign="top" align="left">
<td>Select Add/ Subtract multi</td>
<td>Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview.</td>
<td>Shift+LMB</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Round Brush</td>
Select All Of Type
<td>Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)
</td>
</td>
<td>
<td>
Brush&gt;prism<br>
 
BrushPrism
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Save camera position N</td>
Shift+A<BR>
<td>Stores camera position. (restore with Load Position N.)
SelectAllOfType
</td>
</td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
SavePositionN</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map
Select all siblings of child.</td>
</td>
<td>Selects all  primitive children of an entity  if one child is selected.
<td>Save current map as map file.
Works also with Worldspawn entity.</td>
 
</td>
<td>
<td>
Ctrl+S<br>
Ctrl+Alt+E<br>
File&gt;Save<br>
Edit&gt;Expand selection to whole entities<br>


SaveMap
ExpandSelectionToEntities
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Map As
Select children
</td>
</td>
<td>Save current map with new name.
<td>Deselects entities of selection so only child primitives remain selected.


</td>
</td>
<td>
<td>
File&gt;Save as<BR>
Edit&gt;Select children<BR>
SaveMapAs
SelectChildren
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>Select Cycle Face Selection</td>
<td>Cycle Face Selection in camera view ??</td>
<td>Ctrl+Shift+Alt+MMB</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save Position N of camera</td>
Select Complete Tall
<td>Stores camera position. (restore with Load Position N.)
</td>
</td>
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
Ctrl+Alt+N (N=0 to 9)<br>
Edit&gt;Select Complete Tall<br>
SavePositionN</td>
Top button bar<BR>
SelectCompleteTall
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Select exclusive &amp; cycle below cursor</td>
Save Region
<td>Select one item exclusively; any previous selections are deselected. Use Esc to deselect all. Cycles front to back all items below cursor, camera or orthoview, selecting one at a time, deselecting rest.</td>
</td>
<td>Shift+Alt+LMB<br>
<td>Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.</td>
Esc to deselect all
<td>
File&gt;Save region<BR>
SaveRegion
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Select Add/ Subtract multi Faces</td>
Save Selected
<td>Adds or subtracts (select/ deselect) faces to/ from any already selected in camera view.</td>
</td>
<td>Shift+Ctrl+LMB</td>
<td>Saves the current selected items as a map file.
</td>
<td>
File&gt;Save Selected<BR>
SaveSelected
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Save selected as prefab</td>
Select Game</td>
<td>Save selected group of brushes, models, etc. as prefab file. Includes offset to insertion point.</td>
<td>Select Game
settings to specify Doom3 path and mod, eg, darkmod.</td>
<td>
<td>
File &gt; Save selected as prefab<br>
P&gt;Preferences&gt;Game<br>
SaveSelectedAsPrefab
 
Edit&gt;Preferences&gt;Game
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select All Of Type
Select Inside
</td>
</td>
<td>
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.


</td>
</td>
<td>
<td>
Shift+A<BR>
Edit&gt;Select inside<br>
SelectAllOfType
Top button bar
<BR>
SelectInside
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Select  Partial Tall</td>
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle in camera or orthoview.</td>
<td>Shift LMB drag</td>
</tr>
<tr valign="top" align="left">
<td>
Select Tall, Complete
</td>
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
Select all siblings of child.</td>
Edit&gt;Select Complete Tall<br>
<td>Selects all  primitive children of an entity  if one child is selected.
Top button bar<br>
Works also with Worldspawn entity.</td>
SelectCompleteTall
<td>
Ctrl+Alt+E<br>
Edit&gt;Expand selection to whole entities<br>
 
ExpandSelectionToEntities
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Select Tall, Partial</td>
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle.</td>
<td>Shift LMB drag</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select children
Select Touching
</td>
</td>
<td>Deselects entities of selection so only child primitives remain selected.
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
 


</td>
</td>
<td>
<td>
Edit&gt;Select children<BR>
Edit&gt;Select touching<br>
SelectChildren
Top button bar
<BR>
SelectTouching
</td>
</td>
</tr>
</tr>


<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Complete Tall
Select Vertices
</td>
<td>
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead.
</td>
</td>
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
Edit&gt;Select Complete Tall<br>
V<BR>
Top button bar<BR>
Top Toolbar<BR>
SelectCompleteTall
Modify>Components>Vertices<BR>
DragVertices
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Set grid size N</td>
Select Game</td>
<td>Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256</td>
<td>Select Game
<td>keys: 1(1) to 9(256)<br>
settings to specify Doom3 path and mod, eg, darkmod.</td>
Grid&gt;GridN<br>
<td>
P&gt;Preferences&gt;Game<br>


Edit&gt;Preferences&gt;Game
SetGridN</td>
<br>
File&gt;Select Game
<br>
ProjectSettings
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Inside
Settings (Preferences)</td>
</td>
<td>Set Dark Radiant preferences. For display colours see Colours.
<td>Selects all fully within the volume of temporary selected brush; brush is deleted.


</td>
</td>
<td>
<td>
Edit&gt;Select inside<br>
P<br>
Top button bar
Edit&gt;Preferences<br>
<BR>
 
SelectInside
Preferences
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>Select  Partial Tall</td>
<td>
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle.</td>
Show Angles
<td>Shift LMB drag</td>
</td>
<td>Show angles ??
 
</td>
<td>
View&gt;Show&gt;Show Angles (also in Preferences&gt;Orthoview)<BR>
ShowAngles
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Tall, Complete
Show Axes
</td>
<td>Show Axes ??
 
</td>
</td>
<td>Selects all fully within the area of 2D  outline of temporary selected brush in current XYZ orthoview; brush is deleted.</td>
<td>
<td>
Edit&gt;Select Complete Tall<br>
View&gt;Show&gt;Show Axes (also in Preferences&gt;Orthoview)<BR>
Top button bar<br>
ShowAxes
SelectCompleteTall
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<td>Select Tall, Partial</td>
<td>Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle.</td>
<td>Shift LMB drag</td>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Touching
Show Blocks
</td>
</td>
<td>Selects all touching the volume of temporary selected brush; brush is deleted.
<td>Show blocks in XYZ orthoview
 


</td>
</td>
<td>
<td>
Edit&gt;Select touching<br>
View&gt;Show&gt;Show Blocks (also in Preferences&gt;Orthoview)<BR>
Top button bar
ShowBlocks
<BR>
SelectTouching
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Select Vertices
Show Camera
</td>
</td>
<td>
<td>Shows/closes camera view window
Toggles Drag just vertices/else whole brush mode. Enables 'corners of brushes to be moved to reshape brush as against moving whole brush. Caution: Snap to grid and invalidity of concave brush shapes may give unexpected results! Consider also Clipper instead.
 
</td>
</td>
<td>
<td>
V<BR>
Ctrl+Shift+C<br>
Top Toolbar<BR>
View&gt;Camera view<br>
Modify>Components>Vertices<BR>
 
DragVertices
ToggleCamera
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>Set grid size N</td>
<td>Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256</td>
<td>keys: 1(1) to 9(256)<br>
Grid&gt;GridN<br>
SetGridN</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Settings (Preferences)</td>
Show Console
<td>Set Dark Radiant preferences. For display colours see Colours.
</td>
<td>Shows/closes console text info window


</td>
</td>
<td>
<td>
P<br>
O (letter)<br>
Edit&gt;Preferences<br>
View&gt;Console view<br>


Preferences
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Angles
Show Command List
</td>
</td>
<td>Show angles ??
<td>


</td>
</td>
<td>
<td>
View&gt;Show&gt;Show Angles (also in Preferences&gt;Orthoview)<BR>
<BR>
ShowAngles
ShowCommandList
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Axes
Show Coordinates
</td>
</td>
<td>Show Axes ??
<td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.


</td>
</td>
<td>
<td>
View&gt;Show&gt;Show Axes (also in Preferences&gt;Orthoview)<BR>
View&gt;Show&gt;Show Coordinates<BR>
ShowAxes
ShowCoordinates
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Blocks
Show Crosshairs
</td>
<td>Show blocks in XYZ orthoview
 
</td>
</td>
<td>
<td>
View&gt;Show&gt;Show Blocks (also in Preferences&gt;Orthoview)<BR>
Toggle Crosshairs (grid) on and off
ShowBlocks
</td>
<td>
Shift+X<BR>
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Camera
Show entity Inspector
</td>
</td>
<td>Shows/closes camera view window
<td>Shows/closes entity inspector with entity properties
 
</td>
</td>
<td>
<td>
Ctrl+Shift+C<br>
N<br>
View&gt;Camera view<br>
View&gt;Entity inspector<br>


ToggleCamera
ToggleEntityInspector
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Console
Show Hidden
</td>
</td>
<td>Shows/closes console text info window
<td>
 
Shows hidden items. Reveals ALL hidden items. (See Hide)
</td>
</td>
<td>
<td>
O (letter)<br>
Shift+H<BR>
View&gt;Console view<br>
View > Hide/Show<BR>
 
ShowHidden
ToggleConsole
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Command List
Show In Use
</td>
</td>
<td>
<td>
Line 3,823: Line 3,940:
<td>
<td>
<BR>
<BR>
ShowCommandList
ShowInUse
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Coordinates
Show Names
</td>
</td>
<td>Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.
<td>Shows entity names in XYZ orthoview


</td>
</td>
<td>
<td>
View&gt;Show&gt;Show Coordinates<BR>
View&gt;Show&gt;Show Names (also in Preferences&gt;Orthoview)<BR>
ShowCoordinates
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Crosshairs
Show Size Info and coordinates of items</td>
<td>Shows size info and coordinates of items in XYZ orthoview
 
</td>
</td>
<td>
<td>
Toggle Crosshairs (grid) on and off
View&gt;Show&gt;Show size info (also in Preferences&gt;Orthoview)<br>
</td>
ShowNames
<td>
Shift+X<BR>
Edit>Preferences>Orthoview<BR>
ToggleCrosshairs
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show entity Inspector
Show texture browser
</td>
</td>
<td>Shows/closes entity inspector with entity properties
<td>Shows/closes texture browser window
 
 
</td>
</td>
<td>
<td>
N<br>
T<br>
View&gt;Entity inspector<br>
View&gt;Texture browser<br>


ToggleEntityInspector
ViewTextures
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Hidden
Show Window Outline
</td>
<td>Shows Window Outline
??
 
</td>
</td>
<td>
<td>
Shows hidden items. Reveals ALL hidden items. (See Hide)
View&gt;Show&gt;Show Window Outline<BR>
ShowWindowOutline
</td>
</tr>
<tr valign="top" align="left">
<td>
Show Workzone
</td>
</td>
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td>
<td>
<td>
Shift+H<BR>
View&gt;Show&gt;Show Workzone (also in Preferences&gt;Orthoview)<BR>
View > Hide/Show<BR>
ShowWorkzone
ShowHidden
</td>
</td>
</tr>
</tr>
Line 3,882: Line 4,007:
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show In Use
Sides of Brush, change number
</td>
</td>
<td>
<td>
 
Convert selected brush to be N-sided
</td>
</td>
<td>
<td>
<BR>
Ctrl+N<BR>
ShowInUse
Brush[N]Sided
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Names
Simple Patch Mesh
</td>
<td>Shows entity names in XYZ orthoview
 
</td>
</td>
<td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted.
If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td>
<td>
<td>
View&gt;Show&gt;Show Names (also in Preferences&gt;Orthoview)<BR>
Shift+P<br>
ShowNames
Patch&gt;Simple patch mesh
<BR>
SimplePatchMesh
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Size Info and coordinates of items</td>
Size Info and coordinates of items</td>
<td>Shows size info and coordinates of items in XYZ orthoview
<td>Shows size info and coordinates of items in XYZ orthoview


</td>
</td>
<td>
<td>
View&gt;Show&gt;Show size info (also in Preferences&gt;Orthoview)<br>
View&gt;Show&gt;Show size info<br>
ShowNames
ShowNames
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show texture browser
Snap To Grid
</td>
</td>
<td>Shows/closes texture browser window
<td>Snaps selected to  grid.
 


</td>
</td>
<td>
<td>
T<br>
<p>Ctrl+G<br>
View&gt;Texture browser<br>
Grid&gt;snap selected to grid
 
<BR>
ViewTextures
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Sound (speaker), create</td>
Show Window Outline
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td>
</td>
<td>RMB orthoview context menu</td>
<td>Shows Window Outline
??
 
</td>
<td>
View&gt;Show&gt;Show Window Outline<BR>
ShowWindowOutline
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>
Show Workzone
Source and Receptron (Stim and Response) Editor
</td>
</td>
<td>Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items</td>
<td>Displays Stim/Response editor. Must have single entity selected.
<td>
View&gt;Show&gt;Show Workzone (also in Preferences&gt;Orthoview)<BR>
ShowWorkzone
</td>
</td>
</tr>
<tr valign="top" align="left">
<td>
<td>
Sides of Brush, change number
Entity&gt;Stim/Response<br>
</td>
StimResponseEditor
<td>
Convert selected brush to be N-sided
</td>
<td>
Ctrl+N<BR>
Brush[N]Sided
</td>
</tr>
 
 
<tr valign="top" align="left">
<td>
Simple Patch Mesh
</td>
<td>Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted.
If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.</td>
<td>
Shift+P<br>
Patch&gt;Simple patch mesh
<BR>
SimplePatchMesh
</td>
</tr>
<tr valign="top" align="left">
<td>
Size Info and coordinates of items</td>
<td>Shows size info and coordinates of items in XYZ orthoview
 
</td>
<td>
View&gt;Show&gt;Show size info<br>
ShowNames
</td>
</tr>
 
<tr valign="top" align="left">
<td>
Snap To Grid
</td>
<td>Snaps selected to  grid.
 
</td>
<td>
<p>Ctrl+G<br>
Grid&gt;snap selected to grid
<BR>
SnapToGrid
</p>
</td>
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
<td>
<td>Speaker, create</td>
Source and Receptron (Stim and Response) Editor
<td>Creates speaker. See [[Adding ambient Sounds to your Map]]</td>
</td>
<td>RMB orthoview context menu</td>
<td>Displays Stim/Response editor. Must have single entity selected.
</td>
<td>
Entity&gt;Stim/Response<br>
StimResponseEditor
</td>
</tr>
</tr>
<tr valign="top" align="left">
<tr valign="top" align="left">
Line 4,058: Line 4,119:
Stitch Patch Texture
Stitch Patch Texture
</td>
</td>
<td>
<td>??


</td>
</td>

Revision as of 18:20, 26 August 2007

written by Fidcal

Introduction

This is planned eventually to be a complete reference list by description of all Dark Radiant controls whether by buttons, menus, or keys. In addition any other material relating to the Dark Radiant controls may be included.

Changing Shortcut Keys

Shortcut keys shown are defaults and you can change them to your preference in Dark Radiant's Help menu > shortcut keys list where they are listed in alphabetical order by shortcut name (command) shown in the table below. The shortcut keys list itself gives a guide to what features are available from the keys but they are not all obvious. As well as assigning and removing shortcut keys there in that dialog you can also examine, copy, backup, make alternatives, even edit (with caution), the file in which they are stored at

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

Specific Controls, Misc Rough Notes

This section may be temporary but included are odds and ends from my personal rough notes that might be best listed in groups by type eg, camera. Some/all might be duplicated in the main table. This section will be reviewed as this guide develops.

camview = 3D camera view xyz = any orthoview, top, front, side. [ ] square brackets indicates no default key assigned LMB, MMB, RMB - Left, middle, right mouse buttons and MMW is middle mouse wheel (rotation)

CAMERA VIEW: RMB in camview = toggle free mouse look around In free mouse mode: Zoom in and out with MMB Ctrl+Shift+slide mouse forward,backward, left and right WITH FINE CONTROL. Ctrl+slide mouse moves up, down, left and right WITH FINE CONTROL.

XYZ GRID ORTHOVIEW: Ctrl + MMB in xyz = camera to cursor or drag camera MMB in xyz = camera turns to where clicked Ctrl + Alt + Tab = View to camera on selected view Crtl + Shift + Tab = View to camera on all views

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

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

Move selection in orthoview: LMB Drag with mouse pointing within the selection. To move in one plane only: Hold down LMB, THEN shift (NOT shift then LMB!) and then drag either left right (only) else up down (only) Alternative: Alt + arrow key on selection

XYZ ORTHOVIEWS: Ctrl + tab = cycles through top, front, side views AND... moves view centre to selected item ELSE... moves centre to camera if nothing selected. Zoom in and out with MMB

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

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

Hide: Use Hide (View menu) to quickly hide individual items that obscure your view. You can hide as many items as you wish one by one, now or later. They will all be revealed later if you select 'Show'...

H = Hide selection Shift + H = show hidden selections


Region: Use the Region feature to exclude everything but the area you are working on.

Ctrl+Shift+R = hide everything except the selection and possibly some local related items.

Reveal everything again with View menu > Region > Switch off. The same menu also offers alternate way of setting Region, cropping to your chosen zoomed XYZ view or by using a selection to define an area (the selection is NOT removed in the process.) You can also create a temporary brush and drag it out to define the region you wish to restrict the view too. Note that unlike with 'selection' this option does delete the brush automatically - the brush is merely used as a temporary means to outline the region you specify. Remember to select 'Set from brush' and not 'Set from selection' or the brush will remain afterwards!

Filter: The Filter menu lets you filter out entire types such as all visportals or all lights, etc. You can also customise your own (see Defining custom Filters in DarkRadiant)

Complete Table of All Dark Radiant Controls

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

Initially it has been kick-started with the shortcut keys list only.

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

A to F

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Add brush to existing entity (reparent)

Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; you cannot reparent from one entity to another but in that case must first 'revert to worldspawn' in the right click grid view menu

Edit>reparent primitives
ParentSelection

Alignment Workzone show

Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items

View>Show>Show Workzone (also in Preferences>Orthoview)
ShowWorkzone

Angles show Show angles ??

View>Show>Show Angles
ShowAngles

Axes show Show Axes ??

View>Show>Show Axes
ShowAxes

Background Image Sets background image as wallpaper in XYZ orthoview View>background image

Ball-shaped brush

Converts selected brush to sphere shape

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

Brush>sphere
BrushSphere

Bevel Patch Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch.

Patch>Bevel
PatchBevel

Bevel1.jpg

Bevel2.jpg

Blocks show

Show blocks in XYZ orthoview

View>Show>Show Blocks
ShowBlocks

Brightness of lights

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

J
ToggleLightInspector

Brush, change number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Brush Cone

Converts selected brush to cone shape

of N side faces where N can be 3, 4 (pyramids) to 32 For a curved, bullet-shaped cone see Patch cone.

Brush>Cone
BrushCone

ConeBrush.jpg

Brush Export as CM file

Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.)

Edit>Create collision model..
BrushExportCM

Brush Export as OBJ file

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

Edit>Export selected brushes to OBJ
BrushExportOBJ

Brushes Hollow (CSG)

Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room.

Brush>CSG>Make hollow
CSGHollow

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

Ctrl+U
CSGMerge

Brush prism Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

PrismWedge.jpg

PrismDisk.jpg

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
CSGRoom

Brush Sphere

Converts selected brush to sphere shape

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

Brush>sphere
BrushSphere

Brushes subtract (CSG)

Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.

Shift+U
CSGSubtract

Camera Angle Down

Z
CameraAngleDown

Camera Angle Up

A
CameraAngleUp

Camera Back

Down
CameraBack

Camera center (level) view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Camera Down

C
CameraDown

Camera Down Floor Moves camera down to next horizontal brush surface

Page_down
View>camera>down floor

DownFloor

Camera Forward

Up
CameraForward

Camera Free Move Back

Down
CameraFreeMoveBack

Camera Free Move Down


CameraFreeMoveDown

Camera Free Move Forward

Up
CameraFreeMoveForward

Camera Free Move Left

Left
CameraFreeMoveLeft

Camera Free Move Right

Right
CameraFreeMoveRight

Camera Free Move Up


CameraFreeMoveUp

Camera Hide Shows/closes camera view window

View>Camera view
Ctrl+Shift+C
ToggleCamera

Camera Left

Left
CameraLeft

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

Alt+N (N=0 to 9)

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

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

SavePositionN

Camera Right

Right
CameraRight

Camera show

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Camera Strafe Left

comma
CameraStrafeLeft

Camera Strafe Right

period
CameraStrafeRight

Camera Up

D
CameraUp

Camera Up Floor Moves camera up to next horizontal brush surface

Page_Up
View>camera>up floor

UpFloor

Camera

window toggle
Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Cap Current Curve

Shift+C
CapCurrentCurve

Cap End Patch Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.

Patch>End cap
PatchEndCap

EndCap1.jpg

EndCap2.jpg

Center (level) camera view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Center X Y View

Ctrl+Alt+Tab
CenterXYView

Center X Y Views

Ctrl+Shift+Tab
CenterXYViews

Change number of sides of brush

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Circular Brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

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

Esc
Edit>Clear Selection

UnSelectSelection

Clipper Toggle

Toggles between Clipper and Resize-Move modes

X
Left Toolbar
ToggleClipper

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

Ctrl+Return
Brush>Clipper>Flip clip orientation

FlipClip

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
Brush>Clipper>Clip Selection

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
Brush>Clipper>Clip Selection

SplitSelected

Clone Selected

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

SPACE
Edit>duplicate

CloneSelection

Close Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Close Console Shows/closes console text info window

O
View>Console view

ToggleConsole

Close entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Close texture browser

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


T
View>Texture browser

ViewTextures

Colour of lights

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

J
ToggleLightInspector

Colour Preferences Set your colour preferences for Dark Radiant. (for other preferences see Preferences.) View>Colours
Cone-shaped brush Converts selected brush to cone shape of N side faces where N can be 3, 4 (pyramids) to 32. For a curved, bullet-shaped cone see Patch cone.

Brush>Cone
BrushCone

ConeBrush.jpg

Cone-shaped patch(curved) Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.

Patch>cone
PatchCone

ConePatch.jpg

ConeDome.jpg

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

P
Edit>Preferences

Preferences

Connect Selection

Creates a connection between selected entities.

But why??

Entity>connect selected entities
Ctrl+K
ConnectSelection

Console show/hide Shows/closes console text info window

O
View>Console view

ToggleConsole

Convert brush, number of sides

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Coordinates of grid show Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.

View>Show>Show Coordinates
ShowCoordinates

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

View>Show>Show size info
ShowNames

Copy

Copies selected with offset from 0,0,0 to the Windows clipboard. If a face is selected then its texture is copied to Dark Radiant's Shader Clipboard

Ctrl+C
Edit>Copy

Copy

Copy Shader

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

Edit>Copy shader
CopyShader

Copy Texture

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

Edit>Copy shader
CopyShader

Create Curve Catmull Rom


CreateCurveCatmullRom

Create Curve N U R B S


CreateCurveNURBS

Crosshairs Toggle

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

CSG Hollow 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
CSGHollow

CSG Merge

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

Ctrl+U
CSGMerge

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
CSGRoom

CSG Subtract brushes

Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.

Shift+U
CSGSubtract

Cubic Clip Zoom In

no idea

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

Cubic Clip Zoom Out

dunno

Ctrl+minus
View>Camera>far clip plane out

CubicClipZoomOut

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

Curve Append Control Point


CurveAppendControlPoint

Curve Convert Type


CurveConvertType

Curve Insert Control Point


CurveInsertControlPoint

Curve Remove Control Point


CurveRemoveControlPoint

Cycle Cap Texture Patch

Ctrl+Shift+N
CycleCapTexturePatch

Delete Selected

Deletes selected items

BackSpace
Edit>Delete

DeleteSelection

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

Esc
Edit>Clear Selection

UnSelectSelection

Disk brush (prism)

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

PrismWedge.jpg

PrismDisk.jpg

Down Floor Moves camera down to next horizontal brush surface

Page_down
View>camera>down floor

DownFloor

Drag (move) selection in any direction Drag LMB within item to move it. (may need touch collision model outline) See also Nudge options. Drag LMB
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
Modify>Components>Edges

DragEdges

Drag Entities

Toggles Drag Entities mode. ??

Modify>Components>Entities
DragEntities

Drag Faces

Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush.

F
Modify>Components>Faces

DragFaces

Drag Vertices

Toggles Drag 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
Top Toolbar
Modify>Components>Vertices
DragVertices

Edges,drag

Toggles Drag Edges mode. Drag vertices shown on edges. Individual edges of a selected brush can be moved independently to reshape the brush.

E
Modify>Components>Edges

DragEdges

Edit Colour Scheme


EditColourScheme

End Cap Patch Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.

Patch>End cap
PatchEndCap

EndCap1.jpg

EndCap2.jpg

Entity Inspector

toggle show/hide
Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Entity List

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

L
View>entity list

EntityList

Entity names show Show entity names in XYZ orthoview

View>Show>Show Names
ShowNames

Entity revert to worldspawn

Reverts primitives group entity back to worldspawn

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

Erase Selected

Deletes selected

items

BackSpace
Edit>Delete

DeleteSelection

Exit Dark Radiant Close Dark Radiant

File>Exit
Exit

Expand Selection To Entities

Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity.

Ctrl+Alt+E
Edit>Expand selection to whole entities

ExpandSelectionToEntities

Export collision model CM file

Create collision model from primitive children of selected func entity and save as .cm file; useful for moveable entities. Not checked for Doom3 clipmodel limits (16 polygons.)

Edit>Create collision model..
BrushExportCM

Export selected as OBJ file

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

Edit>Export selected brushes to OBJ
BrushExportOBJ

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

File > Save selected as prefab
SaveSelectedAsPrefab

Faces, drag Toggles Drag Faces mode. Similar to Resize but drag vertices shown on brush faces to pull/push the face. Individual faces of a selected brush can be moved independently to resize the brush.

F
Modify>Components>Faces

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'

FilterAll'Type'
Filter Region see Region options  

Filter (Hide) Selected

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

H
View > Hide/Show
HideSelected

Find Brush

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

Map>Find brush
FindBrush

Find and Replace Textures

Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement.

FindReplaceTextures

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

Ctrl+Return
Brush>Clipper>Flip clip orientation

FlipClip

Flip (mirror) Selection X

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

Modify>Flip>Flip X
MirrorSelectionX

Flip (mirror) Selection Y

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

Modify>Flip>Flip Y

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

Modify>Flip>Flip Z
MirrorSelectionZ

Flip Texture X


FlipTextureX

Flip Texture Y


FlipTextureY

Fog (on Light Inspector)

Display Light Inspector. Select fog, eg, delta1_fog. To enable, type property ShaderParm3 with a visibility distance value in Doom units directly into the light's properties (Entity Inspector, default key N) and click the check button.

J
ToggleLightInspector

G to M

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

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

Key:P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Globe-shaped brush

Converts selected brush to sphere shape

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

Brush>sphere
BrushSphere

Grid Down

plus
GridDown

Grid size N Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256

keys: 1(1) to 9(256)
Grid>GridN

SetGridN

Grid snap

Snaps selected to grid.

Ctrl+G
Grid>snap selected to grid
SnapToGrid

Grid toggle show/hide in orthoview

Hides/shows XYZ orthoview grid

key: 0 (zero)
ToggleGrid

Grid Up

minus
GridUp

Group Cycle Backward

Shift+ISO_Left_Tab
GroupCycleBackward

Group Cycle Forward

Tab
GroupCycleForward

Hide Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Hide Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

Hide entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Hide Selected

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

H
View > Hide/Show
HideSelected

Hide texture browser

Shows/closes texture browser window

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


T
View>Texture browser

ViewTextures

Hide (filter) various types Hides all of type where 'type' can be entities, brushes, lights, and others (see DR Filter menu.) For custom filtering see Defining custom Filters in DarkRadiant. For other filtering, see Hide, and Region.

Filter>All 'type'

FilterAll'Type'
History: Open most recently used map N Opens most recently used map N where N can be 1 to 11

File>1 to 11

MRUOpenN
Hollow brush (CSG) Replaces a selected brush with multiple brushes to form a hollow shell of the same dimensions. The brushes overlap at the corners so consider instead CSG Room.

Brush>CSG>Make hollow
CSGHollow

Horizontal (level) camera view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Image background Sets background image as wallpaper in XYZ orthoview View>background image

Import Map

Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant.

File > Import
ImportMap

Info of Map List how many of all entities

plus total number of

entities, brushes, and patches.

M
Map>Map info
MapInfo

Insert Prefab

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

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

Invert Curve

Ctrl+I
InvertCurve

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

I
Edt>Invert selection

InvertSelection

Leak Spot

Next
Show next leak spot? (see also Pointfile.)

View>camera>Next leak spot
Ctrl+Shift+K
NextLeakSpot

Leak Pointfile

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

(see also Next and Previous leak spot.)

File>Pointfile
TogglePointfile

Leak Spot

Previous
Show previous leak spot? (see also Pointfile.)

Ctrl+Shift+L
View>camera>Previous leak spot

PrevLeakSpot

Level (center) camera view

levels camera view to horizontal.

End
View>camera>Center

CenterView

Light Inspector Toggle

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

J
View>Light inspector

ToggleLightInspector

Light brightness

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

J
View>Light inspector

ToggleLightInspector

Lights colour

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

J
View>Light inspector

ToggleLightInspector

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

Alt+N (N=0 to 9)

LoadPositionN

Load Prefab

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

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

Locate selection using Workzone

gridlines
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items

View>Show>Show Workzone
ShowWorkzone

Lock

Texture
Toggles texture lock mode which keeps an applied texture aligned relative to its surface rather than the world map when the selection is moved.

Shift+T or S>Surface Inspector> Texture Lock button
Brush>Texture lock
TogTexLock

Look Through Camera

Look Through Camera

??

View>Camera>Look Through Camera
LookThroughCamera

Look Through Selected

Look Through Selected

??

View>Camera>Look Through Selected
LookThroughSelected

Make Detail

 ??

Ctrl+M
Brush>Make detail

MakeDetail

Make Structural

??

Ctrl+Shift+S
Brush>Make structural
MakeStructural

Map Info

List how many of all entities

plus total number of

entities, brushes, and patches.

M
Map>Map info
MapInfo

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

File>1 to 11

MRUOpenN

Matrix Transpose

Ctrl+Shift+M
MatrixTranspose

Media browser Browse all available textures (see also texture browser for previously chosen.) Select media tab on inspector panel (use T for texture browser first if panel not showing.)

Merge

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

Ctrl+U
CSGMerge

Merge (Import) Map

Adds a map file (as a draggable selection centred at XYZ 0,0,0) to the current map in Dark Radiant.

File > Import
ImportMap

Mirror (flip) Selection X

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

Modify>Flip>Flip X
MirrorSelectionX

Mirror (flip) Selection Y

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

Modify>Flip>Flip Y

MirrorSelectionY

Mirror (flip) Selection Z

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

Modify>Flip>Flip Z
MirrorSelectionZ

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

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Models

Refresh
Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Model, free rotation Don't know

Modify>Free Model Rotation
ToggleFreeModelRotation

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

File>1 to 11

MRUOpenN

Mouse Drag

Q
MouseDrag

Mouse Rotate

R
MouseRotate

Mouse Translate

W
MouseTranslate

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
Modify>Nudge>Nudge down
SelectNudgeDown

Move (nudge) Selection Left

Move selection one grid line left

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

Move (nudge) Selection Right

Move selection one grid line right

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

Move (nudge) Selection Up

Move selection one grid line up

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

Move Selection Down Move selection down one grid line

(see also Nudge)

Shift+KP_Subtract
MoveSelectionDOWN

Move Selection Up Move selection up one grid line

(see also Nudge)

Shift+KP_Add
MoveSelectionUP

Move Vertices

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

V
Top Toolbar
Modify>Components>Vertices
DragVertices

N to S

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Names show

Show entity names in XYZ orthoview

View>Show>Show Names
ShowNames

New Map Clear all ready to create new map.

File>New Map
NewMap

New XYZ Orthoview window Creates new

XYZ Orthoview

window

Ctrl+Alt+N
View>New XY view

NewOrthoView

Next Leak Spot

Show next leak spot? (see also Pointfile.)

Ctrl+Shift+K
View>camera>Next leak spot

NextLeakSpot

Next View

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

Ctrl+Tab
View>Orthographic>Next

NextView

Normalise Texture


NormaliseTexture

Nudge (move) Selection Down

Move selection one grid line down.

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

Nudge (move) Selection Left

Move selection one grid line left

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

Nudge (move) Selection Right

Move selection one grid line right

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

Nudge (move) Selection Up

Move selection one grid line up

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

Objectives Editor

Displays Mission Objectives Editor. See Objectives

Map>Objectives
ObjectivesEditor

Open Map

Load in a previously created map file.

Key: Ctrl+O
TopBbar: DRopenBut.jpg
File>Open
OpenMap

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

File>1 to 11

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

P
Edit>Preferences

Preferences

Orthoview

window creation
Creates new XYZ Orthoview window

Ctrl+Alt+N
View>New XY view

NewOrthoView

Overlay Dialog

Alt+O
OverlayDialog

Parent selected primitives

Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu

Edit>Reparent primitives
ParentSelection

Paste

Pastes from Windows clipboard to original offset from 0,0,0 (see also Paste to camera.) If faces selected then the texture is copied from Dark Radiant's Shader Clipboard


Ctrl+V
Edit>Paste

Paste

Paste to Camera

Pastes from Windows clipboard to centre on camera position.

Alt+V
Edit>Paste to camera

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

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

Paste Shader Natural

Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details.

Key:unassigned
Camera view>Ctrl+Shift+MMB
PasteShaderNatural

Paste Texture

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

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

Paste Texture All Surfaces of brush

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

Key:unassigned

Camera view>Ctrl+Alt+MMB
Paste Texture Coordinates Paste Texture Coordinates (only applies to Patch-to-Patch paste operations) Key:unassigned
Camera view>Alt+MMB

Paste Texture Natural

Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details.

Key:unassigned
Camera view>Ctrl+Shift+MMB
PasteShaderNatural

Patch (flat, simple mesh) Creates a flat rectangular patch its texture surface facing out the XYZ orthoview (see Invert Patch to reverse.) If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.

Shift+P
Patch>Simple patch mesh
SimplePatchMesh

Patch Append Append either two rows or two columns

at either beginning or end of a patch.


Patch>append
PatchAppendColumnBeginning
PatchAppendColumnEnd
PatchAppendRowBeginning
PatchAppendRowEnd

Patch Bevel Produces a 90° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:1 will produce a quarter-circle curved patch.

Patch>Bevel
PatchBevel

Bevel1.jpg

Bevel2.jpg

Patch cap selected curve Caps both ends of a selected curved patch by creating new patches of the same texture to cover the area outlined by the curve.

Shift+C
Patch>cap selected
CapCurrentCurve

Patch Cone Creates a curved bullet-shaped cone textured on the outside (see Invert Patch to reverse.) For a true cone see Brush cone. For a dome use key V for vertex mode then drag the top centre vertex down to the halfway mark.

Patch>cone
PatchCone

ConePatch.jpg

ConeDome.jpg

Patch cylinders, pillars, disks, rods, or pipes: (round or square) Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.

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

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

at either beginning or end of a patch.


Patch>delete>
PatchDeleteColumnBeginning
PatchDeleteColumnEnd
PatchDeleteRowBeginning
PatchDeleteRowEnd

Patch End Cap

Produces a 180° horizontal curved patch textured on the outside (see Invert Patch to reverse.) If brush(es) are already selected then the patch takes the dimensions of the outer limits of all. The brush(es) are not deleted. A single brush of YX 1:2 will produce a semi-circle patch. Not to be confused with Cap Selection which caps a 'gap', End Cap is for eg, rounding a wall corner or just producing a curve quickly.

Patch>End cap
PatchEndCap

EndCap1.jpg

EndCap2.jpg

Patch Insert

Insert either two rows or two columns

at either beginning or end of a patch.

Patch>insert>
PatchInsertColumnBeginning
PatchInsertColumnEnd
PatchInsertRowBeginning
PatchInsertRowEnd

Patch Inspector

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

Shift+S
View>patch inspector

PatchInspector

Patch invert, reverse, surface or curve A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.

Ctrl+I
Patch>Matrix>invert
InvertCurve

Patch, redisperse columns or rows

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

Ctrl+Shift+E

Ctrl+E
Patch>matrix>redisperse>
RedisperseCols
RedisperseRows

Patch Thicken Used on elected patch(es), 'Thicken'

creates several patch walls to form a shell to simulate thick multi-surfaced

patches.

Ctrl+T
Patch>Thicken selected patches
ThickenPatch

Patch transpose matrix Same as invert ??

Ctrl+Shift+M
Patch>Matrix>transpose
MatrixTranspose

Pillars, cylinders, disks, rods, or pipes: (patches, round or square) Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.

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

Pillar (round)-shaped Brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

Pipes, pillars, cylinders, disks, or rods (patches, round or square) Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.

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

Plate shape Brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

Player Start move here Moves Player Start to cursor RMB orthoview context menu

Pointfile

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


(see also Next and Previous leak spot.)

File>Pointfile
TogglePointfile

Prefab insert

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

File > Load prefab
RMB orthoview context menu
LoadPrefab

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

File > Save selected as prefab
SaveSelectedAsPrefab

Preferences

Set Dark Radiant preferences. For display colours see Colours.

P
Edit>Preferences

Preferences

Previous Leak Spot

Show previous leak spot? (see also Pointfile.)

Ctrl+Shift+L
View>camera>Previous leak spot

PrevLeakSpot

Prism brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

PrismWedge.jpg

PrismDisk.jpg

Project Settings

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

P>Preferences>Game

Edit>Preferences>Game
File>Select Game
ProjectSettings

Pyramid-shape brush Converts selected brush to cone shape

of N side faces where N can be 3, 4 (pyramids) to 32

Brush>Cone
BrushCone

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

File>1 to 11

MRUOpenN

Receptron and Source (Stim and Response) Editor

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

Entity>Stim/Response
StimResponseEditor

Redisperse patch columns or rows

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

Ctrl+Shift+E

Ctrl+E
Patch>matrix>redisperse>
RedisperseCols
RedisperseRows

Redo

Restores the state prior to the last Undo

Ctrl+Y
Edit>Redo

Redo

Refresh Models

Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Refresh Shaders


RefreshShaders

Region Off

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

View>Region>Switch off
RegionOff

Region Save Saves all items in regioned area (see other Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.

File>Save region
SaveRegion

Region Set from Brush

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

View>Region>Set from brush
RegionSetBrush

Region Set from Selection

Hides all map except region defined by current selection.

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

RegionSetSelection

Region Set from XY TOP orthoview Hides all map except region defined by current XY TOP orthoview. Note this only works if top orthoview displayed not sides.

View>Region>Set
RegionSetXY

Reload Models

Reloads all model resources used in map.

File>Refresh models
RefreshReferences

Remove Selected

Deletes selected

items

BackSpace
Edit>Delete

DeleteSelection

Reparent selected primitives

Assigns selected brush(es) to selected existing entity. Entity must be selected last. Only works with worldspawn primitives; cannot reparent from one entity to another but must first 'revert to worldspawn' in the right click grid view menu

Edit>Reparent primitives
ParentSelection

Replace Textures

Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement.

FindReplaceTextures

Rescale and Rotate Dialog

Displays dialog to rotate and scale in steps.

Modify>Rotate and scale
TransformDialog

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
StimResponseEditor

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

Alt+N (N=0 to 9)

LoadPositionN
Reverse patch, invert surface or curve A patch is one visible textured face even if curved around. This control reverses that face to the other side of the patch, eg, an externally visible dome can become a dome viewed from inside; a pillar becomes the inside of a tube. Can use two patches if both sides needed but 'Thicken' is better.

Ctrl+I
Patch>Matrix>invert
InvertCurve

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

I
Edt>Invert selection

InvertSelection

Revert To Worldspawn

Reverts primitives group entity back to worldspawn

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

Rods, pipes, pillars, disks, or cylinders (patches, round or square) Creates a pillar, disk, rod, pipe, or cylinder (without ends) textured on the outside (see Invert Patch to reverse or clone and invert for both: a hollow cylinder.) To cap the ends use Cap Selection.

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

Rod-shaped Brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

Room

brushes (CSG)
Replaces a selected brush with multiple brushes

to form a hollow shell of the same dimensions. The brushes do not overlap at the corners (compare CSG Hollow.)

Left button bar
CSGRoom

Rotate and Scale Dialog

Displays dialog to rotate and scale in steps.

Modify>Rotate and scale
TransformDialog

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
RotateSelectionX

Rotate Selection Y

Rotates the selection clockwise 90°

round the Y axis

Modify>Rotate>Rotate Y
RotateSelectionY

Rotate Selection Z

Rotates the selection clockwise 90°

round the Z axis

Modify>Rotate>Rotate Z

RotateSelectionZ
Round Brush Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

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

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

SavePositionN

Save Map

Save current map as map file.

Ctrl+S
File>Save

SaveMap

Save Map As

Save current map with new name.

File>Save as
SaveMapAs

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

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

SavePositionN

Save Region

Saves all items in regioned area (see Region options) as a map file and adds surrounding sealed room brushes and player start at camera position.

File>Save region
SaveRegion

Save Selected

Saves the current selected items as a map file.

File>Save Selected
SaveSelected

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

File > Save selected as prefab
SaveSelectedAsPrefab

Scroll, pan, XYZ Orthoview Drag the view with RMB. Zoom out first with Delete key or mousewheel to drag faster. RMB+drag
Select Add/ Subtract multi Adds or subtracts (select/ deselect) item to/ from any already selected in camera or orthoview. Shift+LMB

Select All Of Type

Shift+A
SelectAllOfType

Select all siblings of child. Selects all primitive children of an entity if one child is selected. Works also with Worldspawn entity.

Ctrl+Alt+E
Edit>Expand selection to whole entities

ExpandSelectionToEntities

Select children

Deselects entities of selection so only child primitives remain selected.

Edit>Select children
SelectChildren

Select 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
Top button bar
SelectCompleteTall

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
File>Select Game
ProjectSettings

Select Inside

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

Edit>Select inside
Top button bar
SelectInside

Select Partial Tall Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle in camera or orthoview. Shift LMB drag

Select Tall, Complete

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

Edit>Select Complete Tall
Top button bar
SelectCompleteTall

Select Tall, Partial Shift LMB drag out a rectangle to toggle selection of items touched by the rectangle. Shift LMB drag

Select Touching

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


Edit>Select touching
Top button bar
SelectTouching

Select Vertices

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

V
Top Toolbar
Modify>Components>Vertices
DragVertices

Set grid size N Sets XYZ orthoview grid size to N doom units where N can be 0.125, 0.25, 0.5, 1,2,4, etc doubling up to 256 keys: 1(1) to 9(256)

Grid>GridN

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

P
Edit>Preferences

Preferences

Show Angles

Show angles ??

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

Show Axes

Show Axes ??

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

Show Blocks

Show blocks in XYZ orthoview

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

Show Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Show Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

Show Command List


ShowCommandList

Show Coordinates

Show grid coordinates along top and down sides of XYZ orthoview grid. Coordinates of items in the grid see Size Info. Cursor coordinates are in status bar.

View>Show>Show Coordinates
ShowCoordinates

Show Crosshairs

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

Show entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Show Hidden

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

Shift+H
View > Hide/Show
ShowHidden

Show In Use


ShowInUse

Show Names

Shows entity names in XYZ orthoview

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

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)
ShowNames

Show texture browser

Shows/closes texture browser window


T
View>Texture browser

ViewTextures

Show Window Outline

Shows Window Outline

??

View>Show>Show Window Outline
ShowWindowOutline

Show Workzone

Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items

View>Show>Show Workzone (also in Preferences>Orthoview)
ShowWorkzone

Sides of Brush, change number

Convert selected brush to be N-sided

Ctrl+N
Brush[N]Sided

Simple Patch Mesh

Creates a flat rectangular patch its texture surface facing out the XYZ orthoview. If a single brush was already selected then a patch is created of the same texture and area as the face in the XYZ view and the brush is optionally deleted. If multiple brushes were selected then a patch is created to form a rectangular boundary around them and the brushes remain.

Shift+P
Patch>Simple patch mesh
SimplePatchMesh

Size Info and coordinates of items Shows size info and coordinates of items in XYZ orthoview

View>Show>Show size info
ShowNames

Snap To Grid

Snaps selected to grid.

Ctrl+G
Grid>snap selected to grid
SnapToGrid

Sound (speaker), create Creates speaker. See Adding ambient Sounds to your Map RMB orthoview context menu

Source and Receptron (Stim and Response) Editor

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

Entity>Stim/Response
StimResponseEditor

Speaker, create Creates speaker. See Adding ambient Sounds to your Map RMB orthoview context menu

Sphere-shaped brush

Converts selected brush to sphere shape

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

Brush>sphere
BrushSphere

Split Selected Clip As for Clip Selected but splits brush into two sections, preserving both, rather than clips off and discards one of them.

Shift+Return
Brush>Clipper>Clip Selection

SplitSelected

Stim and Response Editor

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

Entity>Stim/Response
StimResponseEditor

Stitch Patch Texture

??


StitchPatchTexture

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

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

SavePositionN

Subtract brushes (CSG)

Uses selected brush(es) as a template to 'subtract' from any overlapping UNselected target brush(es). If necessary the target is replaced with multiple brushes. The brushes do not overlap at the corners. The originally selected brush template is still selected and not destroyed.

Shift+U
CSGSubtract

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

S
View>Surface inspector

SurfaceInspector

T to Z

DARK RADIANT CONTROLS

CONTROL

DESCRIPTION

DEFAULT KEY
TOOLBAR
MENU ROUTE
SHORTCUT NAME

Texture (chosen) browser

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


T
View>Texture browser

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
CopyShader

Textures Find and Replace

Replaces all occurrences in the map (or selections) of one texture with another. No default control but you can set a shortcut key. Shows a dialog with inputs for first texture and desired replacement.

FindReplaceTextures

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

Edit>Paste shader
PasteShader

Texture Paste Natural

Pastes texture from Dark Radiant's shader clipboard to selected items adjusting plane distortions - see DarkRadiant - Paste Texture Natural for details.

Shift+Middle mouse button
PasteShaderNatural

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

S
View>Surface inspector

SurfaceInspector

Texture Rotate Clock

Shift+Page_Down
TexRotateClock

Texture Rotate Counter

Alt+Page_Up
TexRotateCounter

Texture Scale Down

Ctrl+Down
TexScaleDown

Texture Scale Left

Ctrl+Left
TexScaleLeft

Texture Scale Right

Ctrl+Right
TexScaleRight

Texture Scale Up

Ctrl+Up
TexScaleUp

Texture Shift Down

Shift+Down
TexShiftDown

Texture Shift Left

Shift+Left
TexShiftLeft

Texture Shift Right

Shift+Right
TexShiftRight

Texture Shift Up

Shift+Up
TexShiftUp

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

S
View>Surface inspector

SurfaceInspector

Texture Tool Flip S


TexToolFlipS

Texture Tool Flip T


TexToolFlipT

Texture Tool Grid Down

Shift+minus
TexToolGridDown

Texture Tool Grid Up

Shift+plus
TexToolGridUp

Texture Tool Merge Items

Alt+M
TexToolMergeItems

Texture Tool Select Related


TexToolSelectRelated

Texture Tool Snap To Grid

Ctrl+Shift+G
TexToolSnapToGrid

Texture Tool Toggle Grid


TexToolToggleGrid

Texture Natural

Ctrl+N
TextureNatural

Texture Tool

Toggle show/hide texture tool.

Ctrl+Alt+T
View>Texture Tool

TextureTool

Thicken Patch

Ctrl+T
ThickenPatch

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
Brush>Texture lock
TogTexLock

Toggle Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

Toggle Clipper

Toggles between Clipper and Resize-Move modes

X
Left Toolbar
ToggleClipper

Toggle Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

Toggle Crosshairs

Toggle Crosshairs (grid) on and off

Shift+X
Edit>Preferences>Orthoview
ToggleCrosshairs

Toggle Cubic Clip

Shift+F
ToggleCubicClip

Toggle Entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector

ToggleEntityInspector

Toggle Entity List

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

L
View>entity list
EntityList

Toggle Free Model Rotation

Don't know

Modify>Free Model Rotation
ToggleFreeModelRotation

Toggle Grid in orthoview

Hides/shows XYZ orthoview grid

key: 0 (zero)
ToggleGrid

Toggle Light Inspector

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

J
View>Light inspector
ToggleLightInspector

Toggle Patch Inspector

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

Shift+S
View>patch inspector

PatchInspector

Toggle Pointfile

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

File>Pointfile
TogglePointfile

Toggle Preview

F3
TogglePreview

Toggle Rotation Pivot

Ctrl+R
ToggleRotationPivot

Toggle Show All Light Radii

Ctrl+Alt+Shift+F
ToggleShowAllLightRadii

Toggle Show Size Info


ToggleShowSizeInfo

Toggle texture browser

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


T
View>Texture browser
ViewTextures

Toggle texture Tool

Toggle show/hide texture tool.

Ctrl+Alt+T
View>Texture Tool

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
Top Toolbar
Modify>Components>Vertices
DragVertices

Transform Dialog

Displays dialog to rotate and scale in steps.

Modify>Rotate and scale
TransformDialog

Triangular Brush

Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

Undo

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

Ctrl+Z
Edit>Undo

Undo

Ungroup Selection


UngroupSelection

Unselect Selected

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

Esc
Edit>Clear Selection

UnSelectSelection

Up Floor

Moves camera up to next horizontal brush surface

Page_Up
View>camera>up floor

UpFloor

Vertices Drag

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
Top Toolbar
Modify>Components>Vertices
DragVertices

View Camera

Shows/closes camera view window

Ctrl+Shift+C
View>Camera view

ToggleCamera

View Console

Shows/closes console text info window

O (letter)
View>Console view

ToggleConsole

View Entity Inspector

Shows/closes entity inspector with entity properties

N
View>Entity inspector
ToggleEntityInspector

View Entity List

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

L
View>entity list
EntityList

View Front


ViewFront

View Side


ViewSide

View texture (chosen) browser

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


T
View>Texture browser
ViewTextures

View Texture (all) Media browser Browse all available textures (see also texture browser for previously chosen.) Select media tab on inspector panel (use T for texture browser first if panel not showing.)

View Texture Tool

Toggle show/hide texture tool.

Ctrl+Alt+T
View>Texture Tool

TextureTool

View Top


ViewTop

Wallpaper Background Image Sets background image as wallpaper in XYZ orthoview View>background image
Wedge brush (prism) Converts selected brush to two opposing faces with N-faced edge between where N must be 3 (wedge) or greater (large numbers effectly produce a disk.)

Brush>prism
BrushPrism

PrismWedge.jpg

PrismDisk.jpg

Workzone

gridlines show
Shows hilighted grid lines in XYZ orthoview centred on and outlining selection and extending outwards. Use for locating selection, alignment, etc. with other items

View>Show>Show Workzone (also in Preferences>Orthoview)
ShowWorkzone

XYZ Orthoview

window creation
Creates new

XYZ Orthoview

window

Ctrl+Alt+N
View>New XY view

NewOrthoView

Zoom 100%

Set normal 100% zoom in XYZ orthoviews.

View>Orthoview>Zoom 100%
Zoom100

Zoom In

Zooms in on all XYZ orthoviews

View>Orthoview>Zoom in
Delete or mouse wheel
ZoomIn

Zoom Out

Zooms out on all XYZ orthoviews

View>Orthoview>Zoom out
Insert or mouse wheel
ZoomOut

How to Edit or Add to the Table of Controls

The Dark Radiant controls table is in HTML format. Each table row comprises the details for one control. You can insert a new row between other rows between the following...

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

SHORT CONTROL DESCRIPTION (eg, Crosshairs Toggle)

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

KEY (eg, Shift+X)

BUTTON POSITION (eg, Left toolbar)

MENU ROUTE (eg, Edit>Preferences>Orthoview)

SHORTCUT NAME (eg, ToggleCrosshairs)