Z-Axis Layers(Shortcut: SHIFT + Middle mouse click on 2D map window)
If you are using any window layout that includes the Z-axis scale, you can see the vertical relationships between components with this function.
Pushing the Limits This is a good place (as any) to talk about limits. Quake III Arena has an upper limit of 2048 entities (including entity lights!!) and while it's not an upper limit, staying under 8000 brushes is a pretty good idea.
|G||Grid. Here, it's set to 8 units.|
|T||Texture Tweak. This the increment in pixels that a texture will shift. Here, it's set to 16 pixels.|
|R||Rotation. This is the amount of increment, in degrees that a texture or brush will rotate.|
|C||Cubic Clip depth of field. When cubic clip is set, this is how far, in terms of 64 unit blocks that you can see into the map. Here, the setting of 10 would allow you to see 640 units into the map.|
|L||Texture Lock. If M is showing, then it is locked for moves. If R is showing, then it is locked for rotations.|
Viewing, Seeing, Not seeing, and Hiding
This group of commands all relates to what you see in the map and how you see it. Some are designed to reduce map clutter. Others are designed to improve editor performance.
Console View(Menu: View->Toggle->Console View)
(Window: Click mouse button 1 on Console tab)
Toggles (hides or shows) the Console window.
Entity View(Menu: View->Toggle->Entity View)
(Window: Click mouse button 1 on Entity tab)
Toggles (hides or shows) the Entity window.
XY (Top)(Menu: View->Toggle->XY (Top))
(Shortcut: SHIFT + CTRL + V)
(Toolbar: XYZ button)
Toggles (hides or shows) the XY map window.
YZ (Side)(Menu: View->Toggle->YZ (Side))
(Shortcut: SHIFT + CTRL + C)
(Toolbar: XYZ button)
Toggles (hides or shows) the YZ map window.
XZ (Front)(Menu: View->Toggle->XZ (Front))
(Shortcut: SHIFT + CTRL + C)
(Toolbar: XYZ button)
Toggles (hides or shows) the XZ map window.
Z View(Menu: View->Toggle->Z View)
(Shortcut: SHIFT + CTRL + Z)
Toggles (hides or shows) the Z (height) window.
Center(Menu: View->Center) (Shortcut: END)
Centers the pitch (up and down) angle of the user view.
Up Floor(Menu: View->Up Floor) (Shortcut: PAGE UP)
This is a shortcut for moving up between "floors" in map. It changes the user's Z height in the camera and map views. The view moves to a point where it appears that the user is "standing" on a "floor" (a brush with "air" space directly above it) directly above the user's current position in the map.
Down Floor(Menu: View->Down Floor) (Shortcut: PAGE DOWN)
This is a shortcut for moving down between "floors" in map. It changes the user's Z height in the camera and map views. The view changes to a point where it appears the user is "standing" on a "floor" (a brush with "air" space directly above it) directly below the user's current position in the map.
Next (XY, YZ, XZ)(Menu: View->Next (XY, YZ, XZ)) (Shortcut: CTRL+TAB) (Toolbar: XYZ button)
Cycles the content of the XY map window with the other views (side and front).
(ALT + Y when pop-up is held open)
Changes main (XY) map view to YZ Side view
(ALT+ X when pop-up is held open, cycles with XY, ENTER to select)
Changes main (XY) map view to XZ Side view
If the XY Top window is changed to display either XZ front or YZ side the XY commands below function the same way relative to the window, zooming in and out as commanded.
XY Zoom In(Menu: View->Zoom->XY Zoom In)
Zooms closer to main map. Working in smaller grid scale becomes easier.
XY Zoom Out(Menu: View->Zoom->Zoom Out)
Zooms out away from the main map. Working in larger grid scale becomes easier.
Z 100%(Menu: View->Zoom->Z 100%)
Changes zoom on the z (height) scale to full size.
Z Zoom In(Menu: View->Zoom->Z Zoom In)
(Shortcut: CTRL + DELETE)
Zooms in closer on the z (height) scale.
Z Zoom Out(Menu: View->Zoom->Z Zoom Out)
(Shortcut: CTRL + INSERT)
Zooms out and away from the z (height) scale.
Cubic Clip Zoom In(Menu: View->Zoom->Cubic Clip Zoom In)
(Shortcut: CTRL + ] )
This requires that the Cubic Clipping function be toggled on. It decreases the Depth of Field (distance in which map components are seen) in the Camera window. Less map components are seen at one time. Decreasing the distance seen in the Camera window can significantly improve editor performance when viewing large numbers of map components.
Cubic Clip Zoom Out(Menu: View->Zoom->Cubic Clip Zoom Out)
(Shortcut: CTRL + [ )
This requires that the Cubic Clipping function be toggled on. It Increases the Depth of Field (distance in which map components are seen) in the Camera Window. Increasing the distance seen in the Camera window can significantly slow down speed at which your point of view moves in the camera window. Increase the zoom to maximum distance only if you have a relatively powerful editing system.
This is a pop-up menu with checked toggle functions for each of the features on the list. If a feature is checked, all map components of that type will show in both the Camera window and the Map windows. If the feature is not checked, all map components of that type will be hidden.
Shows an additional grid over the Map window with subdivisions every 1024 units.
Shows the Map window coordinates along the left and top edges of the Map window.
Shows entities, including brush entities, lights, and models.
Shows the linkage connections between entities. This includes triggers targeted at entities and path lines.
Shows Light entities.
Currently non-functional. Look for future fix. Shows brushes with water, lava, or slime content.
Clip Brush(Menu: View->Show->Clip Brush)
This shows brushes with the common/clip content, including common/clip and common/weapon_clip. The entire brush is affected, not just clip brush texture sides.
Hint Brush(Menu: View->Show->Hint Brush)
Shows brushes made with the hint texture.
Shows all non-entity brushes.
Detail(Menu: View->Show->Detail)(Shortcut: CTRL + D)
Shows all brushes marked with a Detail setting.
Curves(Menu: View->Show->Curves) (Shortcut: CTRL + P)
Shows all curve patches.
Shows brush sides containing the common/caulk texture (does not affect entire brush).
Shows facing angle of player start spots by way of a white arrow.
This is an immensely powerful and useful tool. It lets the user temporarily hide map components that may be in the way of working on other brushes. Hidden components are not affected by CSG actions.
Show Hidden(Menu: View->Hide/Show->Show Hidden) Shortcut: SHIFT + H)
Previously hidden map components are returned to view.
Entities as…(Toolbar: Show Entities as, second from rightmost button on toolbar)
The editor can show model entities in several formats.
Note: More detail in a model shown in the Camera and map views will affect the ability of the editor to display the map. If the editor responds sluggishly, try reducing the level and/or type of detail shown for models.
NOTE: Viewing model entities in AnachroRadiant other than Bounding Box is not fully implemented. Most 3 vertex models are displayed correctly other than thier textures. 4 vertex, and 6 vertex are not shown correctly and appear as garbage. This will be fixed in future releases of AnachroRadiant. Please refer to Models for more information on 3 byte, 4 byte, and 6 byte models.
Wireframe(Menu: View->Entities as…->Bounding Box)
Selected Wireframe(Menu: View->Entities as…->Selected Wireframe)
The Model is displayed as a bounding box until selected, at which point the wireframe mesh for the model appears.
Selected Skinned(Menu: View->Entities as…->Selected Skinned)
The Model is displayed as a bounding box until selected, at which point the skinned mesh for the model appears.
Skinned(Menu: View->Entities as…->Skinned)
Only the skinned mesh for the model appears in the map and Camera views.
Skinned and boxed(Menu: View->Entities as…->Skinned and boxed)
The skinned mesh for the model appears inside a wire frame of the bounding box in both the map and Camera views.
Cubic Clipping(Menu: View->Cubic Clipping) (Shortcut: CTRL + \ ) (Toolbar: Cubic Clipping button, to right of Texture view mode buttons)
This command toggles on (checked) or off when selected. Cubic Clipping may be the most effective way to improve editor performance. When turned on, only those map components near the player are displayed in the Camera window. Any map components beyond a certain depth of field will not be displayed in the camera window (it has no effect on map windows). As the user moves through the map in camera view, map components will pop into being as the point-of-view (POV) draws closer and disappear as the POV moves farther away. The shorter the distance "seen" in the camera view, the better will be the editor performance when moving through the map. Use the Cubic Clip Zoom commands (see above) to modify the depth of field seen in the camera view.
Open GL Lighting(Menu: View)
This feature is not fully implemented yet. It toggles on (checked) or off when selected. When it is finished, all planes facing a particular direction will shade the same way (curves will shade like brushes) and the overall quality of the camera view will be better. It will be slower however.
Show Brush/Patch Dimensions(Shortcut to turn on: Q) (Shortcut to turn off: SHIFT + Q or CTRL + Q)
When you select a brush, the hi-lighted image in the map window shows its dimensions, in game units. If multiple patches or brushes are selected, the size will be the dimensions of the grouping. If any kind of non-brush model entity is included in the grouping, the dimensions are not shown.
File Management Commands
This section of commands allow you to manipulate map files by saving, loading, creating, or even running maps.
New Map(Menu: File->New Map) This creates a new map file. If the current map file contains any unsaved changes, the editor will offer the option to cancel.
Open…(Menu: File->Open…) (Shortcut: CTRL + O) (Toolbar: opening folder icon)
This opens up the Maps folder as defined in the preferences. It will show all valid map files in that directory. User may browse to other directories from here. Double clicking on a map file icon or hi-lighting that map and selecting Open will open the map. The user may also type in a map file name. Be sure to add the ".map" or ".reg" extensions or the editor will not find the file.
Save…(Menu: File->Save…) (Shortcut: CTRL + S)
(Toolbar: disk icon)
Saves a new map file to the default Maps directory. A reopened map file will be saved to its source directory. Note, that it is usually a good idea to save the map into the directory used by the compiler as the source of its map data. Remember to give the file a name. The compiler doesn't like to work with files called Unnamed Map.
Save As…(Menu: File->Save As…)
Opens the default directory for maps and prompts the user to give the map a filename.
Save Selected…(Menu: File > Save Selected…)
The selected brushes are saved as a map file. This is not the way to make prefabs, though.
Save Region(Menu: File->Save Region)
If the user has "regioned off" a subset of the map, this command will save it as a separate file. It is grayed out unless the user has created a regioned area. The editor prompts the user to enter a file name before saving.
Reopening Maps(Menu: File) (ALT+1 to 6 when File menu is held open)
OK, There isn't actually a command called this. When you open the File Menu, you will see (after you've done some work on maps), the path/file names for the last six maps that you worked on. They are listed here for easy opening access).
Test Map(Menu: Testmap)
A new feature of AnachroRadiant that will automatically load Anachronox and the currently compiled version of the map you are working on. This is a brand new feature that does contain bugs, and may not work fully or at all. Later versions of AnachroRadiant will support this feature fully.
New project…(Menu: File->New project…)
Make a new project file. This allows you to set up different preferences.
Load project(Menu: File->Load project…)
…Make a new project file. This allows you to set up different preferences.
Project Settings…(Menu: File->Project Settings…)
Change pathnames and add, remove or modify commands. See AnachroRadiant/Install AnachroRadiant
Miscellaneous CommandsMap info…(Menu: Edit->Map info…)
Entity info…(Menu: Edit->Entity info…)
This gives a read-out of the entities in a map by their type. It allows you to select an entity, which hi-lights it in the XY Map. Good for locating lost entities.
Preferences(Menu: Edit > Preferences) (Shortcut: P)
This opens the window for setting or modifying the parameters, paths and features of the editor. Preferences are discussed in the Installation & Set Up section earlier in this document. See AnachroRadiant/Install AnachroRadiant Opening Menus from the Keyboard
These are the keyboard shortcuts that open up the menus. If you continue to hold down the ALT key, many of the commands in that menu may be activated with an ALT+ keystroke command.
|File||(ALT + F)|
|Edit||(ALT + E)|
|View||(ALT + V)|
|Selection||(ALT + S)|
|Bsp||(ALT + B)||Note: Toggles between BSP & Brush. Hit enter to open selected.|
|Grid||(ALT + G)|
|Textures||(ALT + T)|
|Misc||(ALT + M)|
|Region||(ALT + R)|
|Brush||(ALT + B)|
|Curve||(ALT + C)|
|Plugins||(ALT + P)|
|Help||(ALT + H)|