GtkRadiant Editor Manual

Tools 7: Miscellaneous Commands

Feedback & Read-outs

The bottom border of the map window holds four clusters of feedback information.

Cursor Coordinates
These three coordinates, found to the left of center, report the xyz position of the cursor in the 2D map window.

Brush & Entity Counter
This readout is located at roughly center position. It reports the number of brushes (including brushes forming brush entities) and the number of non-brush entities (items, spawn spots, lights, etc.)

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.

This readout temporarily replaces the Brush & Entity counter when a map component is selected. The numbers represent the dimensions of the selection.

This readout temporarily replaces the Brush & Entity counter when a select map component is moved. The numbers represent the origin point of the selection (and track it as it moves).

Cursor Travel Distance
These three coordinates, found to the right of the brush and entity counter, report the distance that cursor has traveled from the point where the user has clicked on the 2D map window.

Control Settings
In the lower right corner of the editor window, you will see a string of letters and numbers that might look something like this: Each of these letter/number combinations represents the setting for one of the commonly used tools.

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 Far-Clip plane. When enabled, 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. Either ON or OFF.

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.




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.

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 Brush/Patch Dimensions
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

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.

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.

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…
Opens the default directory for maps and prompts the user to give the map a filename.

Save Selected…
The selected brushes are saved as a map 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.

Recent Maps
(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).


Project Settings…
Change pathnames and add, remove or modify commands.

Miscellaneous Commands

Map info…
This gives a readout of brushes (including curve patches) and entities in the map, including the total number of brushes that are not part of entities. There is also a breakdown, by type, showing the number of entities in the map.

Entity List…
This is a tree-view of all objects in the map, sorted alphabetically by name. It can be used to select objects that are otherwise difficult to find.

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.

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)
Modify (ALT + M)
Build (ALT + B)
Grid (ALT + G)
Textures (ALT + T)
Misc (ALT + I)
Brush (ALT + R)
Curve (ALT + C)
Plugins (ALT + P)
Help (ALT + H)

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