The Component Handling Tools
The most basic interaction with the editor is selecting and deselecting the map components. Everything else builds off from these commands.Selecting and Deselecting
Select single component(SHIFT+mb1 while mouse pointer is over desired unselected component)
In the XY Window (or XZ or YZ), this selects a single map component that is “closest” to the top of all components beneath the pointer. The following is an exception: If an entity is directly beneath the pointer, it will be chosen in preference to a non-entity, even if the non-entity is “between” it and the pointer.
Select single face on brush(SHIFT+CTRL+mb1 while mouse pointer is over desired unselected brush face in the Camera Window)
This selects a single face(side) on one brush, not the brush itself.
Selecting multiple faces on one or more brushes(SHIFT+CTRL+ALT+mb1 while mouse pointer is over desired unselected brush face in the Camera Window)
Use this to select several brush faces on one or more brushes.
Cycle through stacked components(SHIFT+ALT+mb1 while pointer is over map view)
Beginning with the component that has the greatest Z value, the user can cycle through vertically stacked components that are directly beneath the mouse button.
Deselect single component(SHIFT+mb1 while mouse pointer is over desired selected component)
In the XY Window (or XZ or YZ), SHIFT clicking on a selected component deselects it. The following is an exception: If a selected entity is directly beneath the pointer, it will be chosen and deselected in preference to a non-entity, even if the non-entity is “between” it and the pointer.
Multiple Component Selections
There are four commands for selecting large groups of components. These involve creating a brush that encloses or touches numerous other components. In most cases, the brush used to create the grouping is deleted by the operation. These operations can be selected by menu commands or by buttons on the toolbar. The toolbar buttons are in the third grouping (as counted from the left). The command buttons on the toolbar are given as they relate to the Selection sub-grouping on the toolbar. These grouping commands are particularly useful when you want to region off a small area of the map.
Select Complete Tall(Menu: Selection->Select Complete Tall)
All brushes from the top to the bottom of the map that are totally enclosed within the XY dimensions of the grouping brush will be selected. The grouping brush is discarded.
WARNING: Undo will restore selected components but will delete the selection brush.
Select Touching(Menu: Selection->Select Touching)All brushes that are in contact with the grouping brush will be selected. The grouping brush is NOT discarded.
Select Partial Tall(Menu: Selection > Select Partial Tall)All brushes from the top to the bottom of the map that are touched by the XY dimensions of the grouping brush will be selected. The grouping brush is discarded.
Select Inside(Menu: Selection > Select Inside)
All brushes from the top to the bottom of the map that are totally enclosed by the XY and Z dimensions of the grouping brush will be selected. The grouping brush is discarded.
Coping, Pasting, Deleting, Cloning, and Undoing
How many times can you say "ing" in a row?
Save Selected(Menu: File->Save Selected )
The selected brushes are saved as a map file. Not a true prefab, but a way to duplicate pieces of a map for later insertion.
Copy brush(Menu: Edit->Copy Brush)
This function copies all hi-lighted brushes, patches, and entities onto clipboard. Contents of clipboard may be pasted into the current open map file or into another open map file.
Paste brush(Menu: Edit)
The map information previously copied into the clipboard is pasted at the same XYZ coordinates as the original. UNDO will delete the paste
Clone(Menu: Selection -> Clone)
Selected map components are immediately duplicated. The clone appears +1x and -1y units (current map grid) away from the original (down and to the right). The clone remains hi-lighted until deselected.
Delete(Menu: Selection -> Delete)
All selected map components are removed from the map.
Undo( Menu: Edit > Undo) (CTRL+Z)
Undo will undo recent command actions affecting brush geometry, curve patches, and in-map comands that affect entities (move, rotate, delete, etc.). Undo has no effect on texture operations, or region commands. The number of levels or layers of Undo can be set in Preferences. The maximum number is 64. Unless your computer memory is extremely low, there is no real reason to use less than all 64 levels of Undo.
Working with Prefabs
Prefabs is short for pre-fabricated brushes. They are a saved set of brushes that make something(a door, a tree an archway, table, etc..) If you create something using brushes that you would like to use is again, select all of the brushes and save them as a prefab.
There are many, many prefabs created, and openly available on the internet. Search the various webpage search engines and look for doom children game sites for prefabs.
Tip: Yes it is possible to create a model with just brushes. Remember though: Brushes cannot move(well sort of), but brushes can cast shadows, to an extent. Simple put if the object you are inserting in your map doesn't move. Try to make it out of a brush, or combination of brushes(prefabs), so it will cast shadows correctly.
Save Selection as Prefab(Menu: Edit->Save Selection as Prefab)
The user is prompted to save the selected map components as a prefab file (*.pfb) in the directory set by Preferences.
Load Prefab(Menu: Edit->Load Prefab)
Opens a file selection window into the directory set in Preferences. Select from that directory or browse for another. The selected prefab is pasted into the map at the same XYZ coordinates as the originally saved prefab.
Working with Regions
Regions are an important tool to learn and use early on. Whether you isolate off a single brush, or half a map, you’ll wonder how you ever got along without this tool in other editing programs. The selections on the Region Menu allow the mapper to isolate, and work on, a subset of the map. There are innumerable benefits to working in a “regioned” area of the map. However, the following are the most important:
There are several ways to select a region, by a group selection, by XY map window dimensions (or the corresponding view in YZ and XZ), or by a few selected map components.
The commands for selecting regioned areas are found under the Region Menu heading.
Region Menu Off(Menu: Region > Off)
This returns you back to the full map. Brushes that were selected while in the regioned mode remain selected until this is selected to unselect them.
Set XY(Menu: Region > Set XY)
Any map components that are inside, or that are touched by the bounds of the XY Map window are converted into a region. The size or shape of the window does not matter. Nor does the degree of Zoom matter. This is an excellent way to select a larger subset of your map, such as a complex room or group of rooms. Any brushes selected before regioning the map remain selected.
Set Tall Brush(Menu: Region > Set Tall Brush)
This functions in a similar manner to the group selection command, Select Partial Tall. Any map components contained within the XY bounds, or touching the XY bounds of the brush will be regioned off. The selecting brush itself is discarded.
Set Brush(Menu: Region > Set Brush)
This functions in a similar manner to the group selection command, Select Touching. Any map components contained within the XYZ bounds of the brush, or touching the XYZ bounds of the brush will be regioned off. The selecting brush itself is discarded.
Set Selected Brushes(Menu: Region > Set Selected Brushes)
If you need to work with just a few brushes, this is the option to choose. Hi-light the brushes to be worked upon then select this option. Only those brushes are isolated from the map. The selected brushes are unselected when the region is created.
Compiling Notes: Sometimes, when compiling a regioned area, md2 map object models near the edge of the region can cause a “false leak” situation to occur. This can usually be corrected by adjusting the region size to include more of the map near the md2 map object model.