Tip Of The Day (No Q:s. only A:s please)
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What are the dimensions of a player ?
The Scaling Goes As Follows :
Use the scale of 16 units in radiant equals 1 foot in real life that should sort out the size probs
here's some info
Max step Height = 18 units
Max Jump Height = 64 units (approx)
Min Standing Height = 96 units
Min Crouching Height = 64 units (approx)
Min width = 32 units
Door Height = 128 units (give or take)
Door Width = 64 units (give or take)
? Ctrl-Alt-MMB when pointing at the floor and having an entity selected will place that entity at ground level. Real useful when placing AI guys & pathnodes.
? If you want to trigger something only once, place a trigger_multiple down and change it to trigger_once in the entity window. Simply placing a trigger_once may cause problems.
(keep in mind it will only trigger once & never again!)
The Scaling Goes As Follows :
Use the scale of 16 units in radiant equals 1 foot in real life that should sort out the size probs
here's some info
Max step Height = 18 units
Max Jump Height = 64 units (approx)
Min Standing Height = 96 units
Min Crouching Height = 64 units (approx)
Min width = 32 units
Door Height = 128 units (give or take)
Door Width = 64 units (give or take)
? Ctrl-Alt-MMB when pointing at the floor and having an entity selected will place that entity at ground level. Real useful when placing AI guys & pathnodes.
? If you want to trigger something only once, place a trigger_multiple down and change it to trigger_once in the entity window. Simply placing a trigger_once may cause problems.
(keep in mind it will only trigger once & never again!)

TS217.172.173.37:9095
Spearhead SDK Q's
Angles
Hard to set the pitch and yaw angles of your entity? Here is a fast way to do it.
CameraToEntity = Ctrl J (set the entity angles key based on the camera)
Select the entity and move your 3D camera to look in the desired direction (keys A and Z are for camera pitch up and down). Then hit Ctrl + J. The entity will automattically be given the same angles in its properties (key N). However, There is no camera roll (lean) in radiant, so that will still have to be set by changing the last number value for the entities "angles" key.
Tom Trude.
CameraToEntity = Ctrl J (set the entity angles key based on the camera)
Select the entity and move your 3D camera to look in the desired direction (keys A and Z are for camera pitch up and down). Then hit Ctrl + J. The entity will automattically be given the same angles in its properties (key N). However, There is no camera roll (lean) in radiant, so that will still have to be set by changing the last number value for the entities "angles" key.
Tom Trude.
Last edited by tltrude on Sat Aug 28, 2004 10:25 pm, edited 3 times in total.
grid down - grid up
why trying to select multiple LODTerrain vertices, you know, when you drag a blue selection-area over the vertices, it can go a slow or notsmooth.
Just lower you grid, to 4 or so, you will notice selecting goes smoother now. after put grid back to what you prefered for manipulating your LOD
Just lower you grid, to 4 or so, you will notice selecting goes smoother now. after put grid back to what you prefered for manipulating your LOD

TS217.172.173.37:9095
Spearhead SDK Q's
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mostafanegm
- Private
- Posts: 1
- Joined: Mon Jun 28, 2004 8:33 am
Re: Tip Of The Day (No Q:s. only A:s please)
silversound wrote:This is the place to add all of those little time savers that you stumble upon, or have seen posted over and over as answers to begginers questions.
Please turn off signatures in your posts and only post tips or corrections. Also add the tip description into the subject field for faster searching.
Selecting multiple brushes or faces by texture
Have you ever changed your mind about using a texture and wanted to magically replace it all with another texture? Turns out there is a way!
If "three button mouse" is set in preferences, hold Ctrl + Shift. Then click on the old texture with the center mouse button (in the texture window, not the 3D window). All of the faces that have that texture in your map will be selected! Also, if you just hold Ctrl and do it, all the brushes with that texture will be selected.
MBUTTON & CONTROL & SHIFT = Select all faces with texture
MBUTTON & CONTROL = Select all brushes with texture
Using this may cause you to start calling the middle mouse button your "Magic Button" like me, ha ha.
If "three button mouse" is set in preferences, hold Ctrl + Shift. Then click on the old texture with the center mouse button (in the texture window, not the 3D window). All of the faces that have that texture in your map will be selected! Also, if you just hold Ctrl and do it, all the brushes with that texture will be selected.
MBUTTON & CONTROL & SHIFT = Select all faces with texture
MBUTTON & CONTROL = Select all brushes with texture
Using this may cause you to start calling the middle mouse button your "Magic Button" like me, ha ha.
Last edited by tltrude on Fri Jul 09, 2004 2:40 am, edited 1 time in total.
features
The docs folder of the Spearhead SDK has a file named "MoH Radiant Feature.html" which is a lot different than the one in the original MOHAATools/docs. It contains an MoH Radiant Key Assignments list and what each key does. Here is that list, if you would rather copy it to Notepad.
Code: Select all
MoH Radiant Key Assignments
FileNew = Ctrl-N
FileOpen = Ctrl-O
FileSave = Ctrl-S
Undo = Ctrl-Z
Copy = Ctrl-C
Paste = Ctrl-V
NextView = Ctrl-TAB
CenterView = End
UpFloor = PageUp
DownFloor = PageDown
ZoomOut = Insert
ZoomIn = Delete
ZZoomOut = Ctrl-Insert
ZzoomIn = Ctrl-Delete
FilterWorldBrushes = Alt-1
FilterEntities = Alt-2
FilterPatches = Alt-3
FilterTranslucent = Alt-4
FilterLiquids = Alt-5
FilterCaulk = Alt-6
FilterClips = Alt-7
FilterPaths = Alt-8
FilterAINodes = Alt-9
FilterLights = Alt-0
FilterDetails = Ctrl-D
FilterHintsSkips = Ctrl-H
FilterModels = Ctrl-M
FilterAreaportals = Ctrl-P
FilterTriggers = Ctrl-T
CameraFromEntity = Ctrl-J (set the camera view based on the selected entity)
CameraToEntity = Ctrl-Shift-J (set the entity angles key based on the camera)
CameraGridMove = /
CubicClipZoomOut = ]
CubicClipZoomIn = [
ToggleSizePaint = Shift-Q (turns on/off the selection size display)
CenterXYFromCamera = Alt-X
DragEdges = E
DragVertices = V
CloneSelection = Space (replaces target/targetname key values with new names)
CloneSelectionExact = Ctrl-Space (does not change target/targetname key values)
UnSelectSelection = Escape
DeleteSelection = BackSpace
SelectCompleteEntity = Ctrl-E
SnapPatchToGrid = Ctrl-G
SelectClampPlanePoints = Ctrl-Shift-G
IncreaseLightmapDensity = Ctrl-]
DecreaseLightmapDensity = Ctrl-[
MouseRotate = R
MouseScale = L
ToggleClipper = X
FlipClip = `
ClipSelected = Return
SplitSelected = Shift-Return
EntityColor = K
ConnectSelection = Ctrl-K
MakeDetail = Ctrl-Shift-D
MakeStructural = Ctrl-Alt-D
ToggleDetail = Ctrl-Alt-Shift-D
SetGrid1 = 1
SetGrid2 = 2
SetGrid4 = 3
SetGrid8 = 4
SetGrid16 = 5
SetGrid32 = 6
SetGrid64 = 7
ShowAllTextures = Ctrl-A
ShowInUseTextures = U
SurfaceInspector = S
CloseSurfDialog = Shift-Escape
PatchInspector = P
TextureFit = Ctrl-F
ToggleMoveLock = Shift-M (keeps texture alignment as brushes are moved)
ToggleRotateLock = Shift-R (keeps texture rotations as brushes are rotated)
NextLeakSpot = Ctrl-L
PrevLeakSpot = Shift-L
Brush3Sided = Ctrl-3
Brush4Sided = Ctrl-4
Brush5Sided = Ctrl-5
Brush6Sided = Ctrl-6
Brush7Sided = Ctrl-7
Brush8Sided = Ctrl-8
Brush9Sided = Ctrl-9
InvertCurve = Ctrl-I
BendMode = Ctrl-B
PatchTAB = TAB
TogglePatchOverlay = Ctrl-Y
IncreaseSubdivisions = Shift-]
DecreaseSubdivisions = Shift-[
ThickenPatch = Ctrl-T
ViewEntityInfo = N
ViewConsole = O
ViewTextures = T
CameraForward = Up
CameraBack = Down
CameraLeft = Left
CameraRight = Right
CameraUp = D
CameraDown = C
CameraAngleUp = A
CameraAngleDown = Z
CameraStrafeRight = Period
CameraStrafeLeft = Comma
CameraGridForward = Ctrl-Forward
CameraGridBack = Ctrl-Back
CameraGridStrafeRight = Ctrl-Period
CameraGridStrafeLeft = Ctrl-Comma
CameraFastForward = Shift-Forward
CameraFastBack = Shift-Back
CameraFastStrafeRight = Shift-Period
CameraFastStrafeLeft = Shift-Comma
IncreaseLightRadius = Alt-]
DecreaseLightRadius = Alt-[
TexRotateClock = Shift-PgDn
TexRotateCounterClock = Shift-PgUp
TexDecrement = Shift-(minus)
TexIncrement = Shift-(add)
MoveSelectionUp = Add
MoveSelectionDown = Subtract
SelectNudgeLeft = Alt-Left
SelectNudgeRight = Alt-Right
SelectNudgeUp = Alt-Up
SelectNudgeDown = Alt-Down
For additional commands that can be bound to key combinations, look at the radiant.ini file in your radiant directory.
Note that the file in o:\fakkutils\radiant.ini will contain the latest command list.
Camera Button Assignments
LBUTTON = Drag brush
LBUTTON & CONTROL = Shear brush
LBUTTON & SHIFT = Select whole brush
LBUTTON & SHIFT & CONTROL = Select single face
MBUTTON = Grab texture and state
MBUTTON & ALT = Grab texture name into current state
MBUTTON & SHIFT = When used with a light, it makes the
light color the texture color
MBUTTON & CONTROL = Set entire brush to texture
MBUTTON & CONTROL & SHIFT = Set single face to texture
RBUTTON = Drive with mouse
RBUTTON & CONTROL = Move camera
RBUTTON & ALT = Translate texture
RBUTTON & ALT & SHIFT = Scale texture
RBUTTON & ALT & CONTROL = Rotate texture
XY/XZ/YZ Button Assignments
ARROWS & SHIFT = Move faster
ARROWS & CONTROL = Move in grid units
LBUTTON = Move/Create brush
Move clip point
LBUTTON & CONTROL = Shear brush
LBUTTON & SHIFT = Select entire brush
Select entire patch row/col
LBUTTON & CONTROL & SHIFT = Select single face
MBUTTON = Change camera angle
MBUTTON & SHIFT = Move Z checker
MBUTTON & CONTROL = Move camera
RBUTTON = Scroll window
RBUTTON & CONTROL = Place clip point
RBUTTON & SHIFT = Move free rotation origin
Move patch bend origin
Texture Button Assignments
LBUTTON = Select texture
LBUTTON & SHIFT = Select name only
LBUTTON & CONTROL = Edit shader in ShaderED
LBUTTON & CONTROL & SHIFT = Edit shader in EditPad
MBUTTON & CONTROL = Select all brushes with texture
MBUTTON & CONTROL & SHIFT = Select all faces with texture
RBUTTON = Scroll window
RBUTTON & SHIFT = Scroll window fast
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
DIVIDING
Insted of having to go through shortening and making another brush, divide it. Just hit clip, put the 1 and the 2 down the center and press shift+enter.
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
I return.
WOW! It has been awhile since I have been around! Look at all of these great tips!
- Stratocaster
- Sergeant Major
- Posts: 106
- Joined: Fri Aug 27, 2004 8:16 pm
- Location: Madrid, Spain
- Contact:
My turn now
LOAD ALL TEXTURES AT MAP OPENING
If you want to keep all the textures you are going to use in your map, do the following :
go visit all textures families and make small brushes, like bricks textured with each one of them. pick up your sky, your windows, doors, decals, whatever you are going to need.
make a wall with all the bricks.
make a group
make it detailed
put the wall somewhere in the map (somewhere you are not working on actually)
that's it you got all of them ready to use every time you open your map with radiant, it saves time loading them again and again, doesn't it?
LOAD ALL TEXTURES AT MAP OPENING
If you want to keep all the textures you are going to use in your map, do the following :
go visit all textures families and make small brushes, like bricks textured with each one of them. pick up your sky, your windows, doors, decals, whatever you are going to need.
make a wall with all the bricks.
make a group
make it detailed
put the wall somewhere in the map (somewhere you are not working on actually)
that's it you got all of them ready to use every time you open your map with radiant, it saves time loading them again and again, doesn't it?
- Stratocaster
- Sergeant Major
- Posts: 106
- Joined: Fri Aug 27, 2004 8:16 pm
- Location: Madrid, Spain
- Contact:
Here goes another one :
Have you ever noticed .lin extension files created at mid-compile time?
I bet you have. It means you have a leak or a problem in your map and probably you will not be able to run it in mohaa.
Stop your compiling and go back to radiant to solve the problem.
If you do that you will save time in absurd compilations that won't work.
another one :
If anyway your game crashes while you load your map, run it again but remember to check the "dedicated server" box. You will go back to the desktop while the mohaas console will launch and it will display the error info right there.
another one :
see throught tress in radiant
I bet you all guys know this one but...here it goes
You have already put hundreds of trees in your map. You try to deal with brushes but the bloody trees with their black layers won't let you work easily. Do the following. see a button with an "A" symbol? just go and press it. wow all transparencies are on now!
last one for now :
I bet somebody said that before, but... always make backup of your .map file. I tell you this is really necessary.
hope it helps
Have you ever noticed .lin extension files created at mid-compile time?
I bet you have. It means you have a leak or a problem in your map and probably you will not be able to run it in mohaa.
Stop your compiling and go back to radiant to solve the problem.
If you do that you will save time in absurd compilations that won't work.
another one :
If anyway your game crashes while you load your map, run it again but remember to check the "dedicated server" box. You will go back to the desktop while the mohaas console will launch and it will display the error info right there.
another one :
see throught tress in radiant
I bet you all guys know this one but...here it goes
You have already put hundreds of trees in your map. You try to deal with brushes but the bloody trees with their black layers won't let you work easily. Do the following. see a button with an "A" symbol? just go and press it. wow all transparencies are on now!
last one for now :
I bet somebody said that before, but... always make backup of your .map file. I tell you this is really necessary.
hope it helps
-
Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
methinks mesees a good1Stratocaster wrote:My turn now![]()
LOAD ALL TEXTURES AT MAP OPENING
If you want to keep all the textures you are going to use in your map, do the following :
go visit all textures families and make small brushes, like bricks textured with each one of them. pick up your sky, your windows, doors, decals, whatever you are going to need.
make a wall with all the bricks.
make a group
make it detailed
put the wall somewhere in the map (somewhere you are not working on actually)
that's it you got all of them ready to use every time you open your map with radiant, it saves time loading them again and again, doesn't it?
- Stratocaster
- Sergeant Major
- Posts: 106
- Joined: Fri Aug 27, 2004 8:16 pm
- Location: Madrid, Spain
- Contact:






