Windows and Colors
There are six configurable windows in AnachroRadiant.
The Camera Window (CAM)
The Camera window initially shows a gray field. This is where the 3D in-progress view of your map appears. If the images in this window appear overly dark, you can adjust the gamma value. Open the Misc menu and select Gamma. Enter a value between 0 and 1 for the light value. Close the program. Reopen the program. Check the darkness. Repeat this until you have a value you like. You can SHIFT + click mouse button 1 to select objects in this window. Holding your right mouse button down within this window allows you to change your CAM window Point of View. The direction your CAM Point of View moves is decided by the location of your mouse cursor relative to the CAM window center point. See Map Basics for more information.
Depending on the Windows layout view that you’have chosen, one or more of the following sub-windows share this window. They are selectable by the tabs at the bottom of the window, or by shortcut keys.
The Entity window is one of four windows that share the same window space: Console, Entity and Texture. The entity window is used to create and modify the properties of game entities. The uppermost box in this window contains the entity names. Use the scroll bar to find the one you want or for speed, type in the first letter of the class of entity you desire (“w” for weapon, “I” for item and so on). Refer to the Working with Entities section for more details on this.
The Texture window displays textures that have been loaded from the texture directories for easy use. The texture subset tool (set in preferences) allows you to quickly jump to a texture if you know the first few letters of its name. The scroll bar tool adds normal Windows functionality to the window. The most common method of navigating the window is to right-mouse click and drag through the window contents. SHIFT + right-mouse click and drag speeds up the rate of movement through the window’s contents. A thin green outline around a texture indicates a non-shadered texture in use in the map. A thin white outline indicates a shadered texture. A bold red outline indicates a selected texture.
The console tracks the editor’s processes, like loading, saving, and compiling. When you compile (selecting an option from the bsp menu), the contents of the console are dumped into the junk.txt file in your C:\Documents and Settings\"USER"\Local Settings\Temp file folder on your root drive. In the Split Window view layout, the Console window is always in view.
There are four possible orthographic views used to create or modify a map, Z, XY, XZ, and YZ. AnachroRadiant uses two Map Windows to display the different orthographic views. Each of the Map Windows has grid lines for reference and drawing aids, and a view label at the upper left of the viewport. Double clicking the title bar of any Map Window will full screen it for easier map editing.
XY, XZ, YZ axis Window
This window is used by three of the four possible views to show the top (XY), front(XZ), and left(YZ) orthographic views of your map. This is the primary editing window. You will use this Map Window most of the time to create and modify map components.
CTRL-Tab will cycle between the XY, XZ, and YZ views. You can also change the current view with the Menu: View->Next. The Menu: View->Layout Menu allows you to manually select which view you would like to switch too.
You can zoom in or out of your map in this view by using the insert and delete keys, or by selecting Zoom In or Zoom out on the Menu: View->Zoom Menu. RMB+DRAG allows you to change your Point of View of the currently selected orthographic view.
A blue diamond with perspective view angle lines shows the current location of your CAM window Point of View within the currently selected orthographic view. Numbers along the left side and top of the window show planar coordinates within the map, and are a big help when using Planet.
Z-axis Scale Window
This window is used by one of the four views to show the Z-axis position (height) of the Point of View and any selected map components. This window is used to modify the height of any object. Right click dragging allows you to scroll either up or down your z axis Point of View. The blue box diamond shows the current location of your CAM window Point of View on the z-axis. Numbers along the left side show z-axis coordinates within the map.
Setting up the Windows
There are three distinct ways of laying out the work windows for AnachroRadiant. Because the manual refers to the colors of some features, you may wish to wait until you are more comfortable using the editor before changing too many things. You can always revert to the AnachroRadiant defaults, should you choose change too much.
Think of the Map window as a piece of graph paper, neatly divided into squares. However, unlike graph paper, you can change the size of the grid to fit your needs of the moment. You can change grid size from the Grid menu, but it’s faster to learn the key shortcuts listed below.
|1 unit grid||(1)|
|2 unit grid||(2)|
|4 unit grid||(3)|
|8 unit grid||(4)|
|16 unit grid||(5)|
|32 unit grid||(6)|
|64 unit grid||(7)|
|Grid Down||Decreases the size of the grid.||([)|
|Grid Up||Increases the size of the grid||(])|
Snap to Grid(Menu: Grid->Snap to Grid)
When this is checked, the edges and vertices of brushes and patches will “snap” to grid coordinates. Unless you are attempting some very fussy maneuvering of a map component, Snap to Grid makes life much easier. In fact, if you are building objects out of curve patches, it is crucial that you be able to line up patch control points with the vertices of surrounding solid geometry brushes.
AnachroRadiant allows you to customize the colors of your grids and tools.
Brings up three options:
Each of the following options opens the Windows color selector for selecting your color choice.
Grid Background… (Menu: Misc->Colors->Grid Background)
The background color for the map window.
Texture Background… (Menu: Misc->Colors->Texture Background)
The background color behind the textures in the texture window. This is probably best left a neutral color.
Grid Major… (Menu: Misc->Colors->Grid Major)
These bolder grid lines mark 64 unit increments in the map window. These never change.
Grid Minor… (Menu: Misc->Colors->Grid Minor)
The finer grid lines in the map window.
Grid Text… (Menu: Misc->Colors->Grid Text)
The color of the scale numbers along the left and top of the map window.
Grid Blocks… (Menu: Misc->Colors->Grid Blocks)
These lines mark the 1024 x 1024 unit grids on the map.
Default Brush… (Menu: Misc->Colors->Default Brush)
This is the color of unselected brushes in the map.
Selected Brush… (Menu: Misc->Colors->Selected Brush)
The color of selected brushes in the map.
Active View Name… (Menu: Misc->Colors->Active View Name)
This is the text that says “XY Top” or “YZ Side” or “XZ Front” in the upper left of map view window(s).