SinEd mouse and key functions by Eutectic
|
1. Introduction
|
The purpose of this document is to provide a clear handy reference to all the mouse and keyboard key functions in SinEd. A 3-button mouse makes a big difference since a lot of the editor's operations rely on the mouse's middle button. Although many of the functions contained here are also accessible from the menus, a LOT of them aren't and this is why this type of reference is essential for an editor like SinEd if you want to be able to use all its features.
You will note that some keys in order to work require modifications to the default project file (sample.sed) distributed with the SinEd toolset in order to work. This is due to a few typos in the key configuration section at the end of the file that slipped through. I included an Addendum section at the end of this document that shows you what to modify in your project file to get those keys to work.
|
2. 2D view controls
|
RightClick + Drag |
Scrolls the 2D view.
|
Insert |
Zoom out the 2D view.
|
Delete |
Zoom in the 2D view.
|
NumLock |
Toggles 2D view: XY, XZ, YZ.
|
ALT-C |
Center 2D view on current position of camera.
|
SHIFT-MiddleClick + drag |
Moves the Z checker reference to where mouse button was first clicked and follows as mouse is dragged. |
CTRL-Insert |
Zoom out the Z checker view.
|
CTRL-Delete |
Zoom in the Z checker view.
|
1 |
Set grid to 1 x 1.
|
2 |
Set grid to 2 x 2.
|
3 |
Set grid to 4 x 4.
|
4 |
Set grid to 8 x 8.
|
5 |
Set grid to 16 x 16.
|
6 |
Set grid to 32 x 32.
|
7 |
Set grid to 64 x 64.
|
0 (modified proj file req'd) |
Show/hide grid toggle.
|
|
3. 3D view controls
|
] |
Clip 3D view farther. View clipping determines how far the camera can see.
Anything in the 3D view beyond the clipping distance value will be hidden.
This increments the current value by 64 units for each key stroke.
Minimum is 64, maximum is infinite.
|
[ |
Clip 3D view closer. View clipping determines how far the camera can see.
Anything in the 3D view beyond the clipping distance value will be hidden.
This decrements the current value by 64 units for each key stroke.
Minimum is 64, maximum is infinite.
|
CTRL-A |
Toggle animation of model entities on/off.
|
|
4. Camera navigation in 2D view
|
MiddleClick |
Changes the camera angle to point where mouse button was clicked.
|
MiddleClick + drag |
Changes the camera angle to point where mouse button was first clicked and camera orientation follows as mouse is dragged.
|
CTRL-MiddleClick |
Moves the camera position to where mouse button was clicked.
|
CTRL-MiddleClick + drag |
Moves the camera position to where mouse button was first clicked and camera position follows as mouse is dragged.
|
|
5. Camera navigation in 3D view with mouse
|
RightClick + cursor position |
Drive in 3D view. Speed of movement and turn rate depend on distance of mouse cursor from center of view.
|
CTRL-RightClick + drag |
Move the camera up/down and left/right.
|
CTRL-ALT-RightClick + drag |
Freelook mode 1. Angles the camera relative to where mouse button was first clicked.
|
CTRL-ALT-SHIFT-RightClick + drag |
Freelook mode 2. Angles the camera relative to the center of the 3D view.
|
|
6. Camera navigation in 3D view with keyboard
|
Moving the camera around
|
CAMERA MOVEMENT KEYS |
Up arrow |
Move camera forward. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
Down arrow |
Move camera backward. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
< |
Move camera left. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
> |
Move camera right. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
D |
Move camera up. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
C |
Move camera down. By default, camera will move by 32 units for each key stroke unless "Camera Grid Move" option is set.
|
CTRL-Up arrow |
Move camera forward by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
CTRL-Down arrow |
Move camera backward by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
CTRL-< |
Move camera left by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
CTRL-> |
Move camera right by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
CTRL-D |
Move camera up by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
CTRL-C |
Move camera down by a number of units equal to the current grid setting for each key stroke (same as when "Camera Grid Move" is set).
|
SHIFT-Up arrow |
Move faster: camera moves forward by 64 units for each key stroke.
|
SHIFT-Down arrow |
Move faster: camera moves backward 64 units for each key stroke.
|
SHIFT-< |
Move faster: camera moves left by 64 units for each key stroke.
|
SHIFT-> |
Move faster: camera moves right by 64 units for each key stroke.
|
SHIFT-D |
Move faster: camera moves up by 64 units for each key stroke.
|
SHIFT-C |
Move faster: camera moves down by 64 units for each key stroke.
|
Page Up |
Move camera up to the height of the next floor above it.
|
Page Down |
Move camera down to the height of the next floor below it.
|
|
Pointing the camera
|
CAMERA ORIENTATION KEYS |
Left arrow |
Turn camera left by 22.5 degrees for each key stroke.
|
Right arrow |
Turn camera right by 22.5 degrees for each key stroke.
|
A |
Turn camera up by 22.5 degrees for each key stroke.
|
Z |
Turn camera down by 22.5 degrees for each key stroke.
|
End |
Level the camera view vertically and snap to the closest horizontal 22.5 degree step. Normalizes view after driving or freelooking with mouse.
|
ALT-J |
Move camera to position and "angles" key value of last selected entity.
|
ALT-SHIFT-LeftClick (on brush face) |
Point camera to be perpendicular to brush face under cursor.
Does not move camera.
|
|
7. Brush creation and resizing/reshaping in 2D view
|
Normal mode functions
|
MAIN FUNCTIONS |
LeftClick + drag (nothing selected) |
Draw a rectangular shaped brush.
|
LeftClick + drag (brush selected) |
If cursor is inside brush: move.
If cursor is outside brush: resize.
|
SHIFT-LeftClick |
On un-selected brush: select brush.
On selected brush: de-select brush.
This can also be done in the 3D view.
|
CTRL-SHIFT-LeftClick |
On un-selected brush face: select brush face.
On selected brush face: de-select brush face.
On face of selected brush: de-select brush and
select only this face.
This can also be done in the 3D view.
|
F |
Selection flip toggle on/off. This flips the order in which
brushes and entities are selected in the 2D and 3D views.
When toggled on, the farthest objects in the view will be
selected first. Default is off: closest objects first.
|
CTRL-LeftClick + drag |
Drag brush face closest to cursor and/or shear brush.
|
Space |
Copy all selected brushes. Copies stay selected
and originals are automatically de-selected.
|
X |
Make exact clone of all selected brushes.
Does the same thing as Space for brushes.
|
ESC |
De-select all selected brushes or brush faces.
|
BackSpace |
Delete all selected brushes.
|
HOTKEYS TO EXTRA FUNCTIONS |
ALT-O |
Select sphere. All brush faces that can see the camera
will be selected. Not always consistent.
|
CTRL-3 (1 brush selected) |
Turn selected brush into a 3 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-4 (1 brush selected) |
Turn selected brush into a 4 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-5 (1 brush selected) |
Turn selected brush into a 5 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-6 (1 brush selected) |
Turn selected brush into a 6 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-7 (1 brush selected) |
Turn selected brush into a 7 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-8 (1 brush selected) |
Turn selected brush into a 8 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
CTRL-9 (1 brush selected) |
Turn selected brush into a 9 sided shape. Works well
with perfect cubes. Unpredictable otherwise.
|
|
Edge manipulation mode functions
|
E |
Toggle edge manipulation mode on/off. Only 1 brush must be selected.
|
LeftClick + drag (on edge point) |
Drag brush edge.
|
LeftClick (on brush) |
De-select brush: automatically turns edge manipulation mode off.
|
ESC |
De-select brush: automatically turns edge manipulation mode off.
|
BackSpace |
Delete brush: automatically turns edge manipulation mode off.
|
|
Vertex manipulation mode functions
|
V |
Toggle vertex manipulation mode on/off. Only 1 brush must be selected.
|
LeftClick + drag (on vertex point) |
Drag brush vertex. The brush's opposite corner
vertex is automatically dragged in opposite
direction to compensate for invalid solid.
|
LeftClick (on brush) |
De-select brush: automatically turns vertex manipulation mode off.
|
ESC |
De-select brush: automatically turns vertex manipulation mode off.
|
BackSpace |
Delete brush: automatically turns vertex manipulation mode off.
|
|
Brush clipping functions
|
SHIFT-RightClick (brush selected) |
Place clip points: 3 points max. 4th click starts over and places first point.
|
SHIFT-RightClick + drag (over clip point) |
Move clip point under cursor.
|
Keypad / (modified proj file req'd) |
Flip portion of brush to be clipped.
Reset each time clipping or split is executed.
|
ENTER (clip points placed) |
Execute brush clipping.
|
TAB (clip points placed) |
Execute brush split along clipping plane.
|
ESC (clip points placed) |
Remove placed clip points but brush remains selected.
2nd ESC deselects brush.
|
BackSpace (clip points placed) |
Delete brush but placed clip points stay.
ESC removes clip points.
|
SHIFT-LeftClick on brush (clip points placed) |
De-select brush but placed clip points stay.
ESC removes clip points. 2nd SHIFT-LeftClick on brush
re-selects it and takes current clip flip into account.
|
LeftClick + drag (clip points placed) |
If cursor is inside brush: move.
If cursor is outside brush: resize.
Infinite clipping plane from points taken into account.
|
CTRL-LeftClick + drag (clip points placed) |
Drag brush face closest to cursor and/or shear brush.
Infinite clipping plane from points taken into account.
|
|
8. Texturing
|
Main interface and dialog functions
|
T |
Bring up texture selection window.
|
K |
Toggle texture lock on/off. This is off by default at editor startup.
|
S |
Bring up Surface Inspector.
|
SHIFT-S |
Bring up Mini Surface Inspector.
|
ALT-W |
Bring up Wide Surface Inspector.
|
|
3D view texturing functions
|
MiddleClick (on brush face) |
Grab texture name, alignment, flags and fields of brush face.
All currently selected brush faces will be set to grabbed texture
and values. Surf inspector is updated with grabbed texture info.
|
ALT-MiddleClick (on brush face) |
Grab texture name and alignment of brush face.
All currently selected brush faces will be set to grabbed texture
but will retain their other flags and fields. Surf inspector is updated
with grabbed texture name and alignment but no flags and fields.
|
CTRL-MiddleClick (on brush) |
Set entire brush under cursor to the current texture and values in
surf inspector or the values of the last selected or grabbed texture.
|
CTRL-SHIFT-MiddleClick (on brush face) |
Set brush face under cursor to the current texture + values in surf
inspector or the values of the last selected or grabbed texture.
|
CTRL-SHIFT-RightClick (on brush face) |
Find texture. Select all brushes in map with faces that use this texture.
|
SHIFT-MiddleClick + drag (on brush face) |
Offset texture under mouse cursor vertically or horizontally
by steps equal to current grid setting.
Better results obtained when camera faces surface directly.
|
SHIFT-RightClick + drag (on brush face) |
Rotate texture under mouse cursor by 7.5 degrees steps.
|
ALT-RightClick + drag (on brush face) |
Scale texture under mouse cursor vertically or horizontally by 0.1 steps.
|
ALT-LeftClick + drag (on brush face) |
Adjust non-lit value of brush face under cursor.
Drag left to decrease and right to increase.
|
CTRL-F |
Fit texture to face. The texture alignment, scale and rotation of all
selected brush faces will be adjusted to fit the size of those faces.
|
|
Texture selection window functions
|
RightClick + drag (anywhere in window) |
Scroll up and down the texture selection window.
|
SHIFT-RightClick + drag (anywhere in window) |
Scroll up and down the texture selection window faster.
|
LeftClick (on texture) |
Select texture. All currently selected brush faces will be
set to texture and default values. All new brushes created
afterwards will use this texture until a new one is selected.
|
ALT-LeftClick (on texture) |
Change texture only. Currently selected brush faces will be set to
texture but will retain their alignment, flags and fields values.
|
CTRL-LeftClick (on texture) |
Selected texture will be set as the next animating texture
for the selected brush face. This must be done while surf inspector
is open. The change is registered when OK or APPLY is clicked.
|
MiddleClick (on texture) |
Find texture. Selects all brushes with faces that use this texture.
Automatically clears any previous selection.
|
CTRL-MiddleClick (on texture) |
Replace texture. Replaces all the brush faces found using Find texture
with this texture. The replaced brush faces will retain their previous
texture's alignment, flags and fields values.
|
U |
Clear texture buffer and show only textures used in map.
Saves memory after many texture folders were loaded.
|
|
9. Entity creation and manipulation
|
N |
Bring up the entity dialog window.
If an entity is first selected, the dialog will show
its current key/value pairs and spawnflags settings.
|
RightClick (in 2D view) |
Bring up the entity selection pop-up menu.
Entity selected from menu is placed in map.
No existing entity must be be selected.
If brushes were previously selected, 2 things can happen:
1. If a point entity is chosen from menu,
it replaces all the selected brushes.
2. If a solid entity is chosen from menu, it will
make the brushes part of the entity.
If NO brushes were previously selected, 2 things can happen:
1. If a point entity is chosen from menu,
it simply creates it.
2. If a solid entity is chosen from menu, a brush
is automatically created and made into entity.
|
DoubleLeftClick (in entity dialog) |
Make entity. Does exactly the same thing as the RightClick
entity selection pop-up menu in the 2D view except this is
done by double-clicking on the entity name in the entity
dialog window's list box.
|
CTRL-DoubleLeftClick (in entity dialog) |
Make entity and leave brush. Does exactly the same thing as
DoubleLeftClick except the previously selected brush will be
left untouched and the entity will be created in its center.
|
SHIFT-LeftClick |
On un-selected entity: select entity.
On selected entity: de-select entity.
This can also be done in the 3D view.
|
ESC |
De-select all selected entities.
|
BackSpace |
Delete all selected entities.
|
Space |
Copy selected entities. Copies stay selected and originals are
automatically de-selected. All the key/value pairs will be
copied from the original except target and targetname.
|
X |
Make exact clone of selected entities. Does the same thing as
Space except the target and targetname key/value pairs will
also be copied from the originals.
|
CTRL-K |
Connect entities target to targetname. 2 entities must be selected.
This will automatically set the first entity's target key and the
second entity's targetname key to the same value. Values are
assigned sequentially as t1, t2, etc. SinEd will not use values
which have already been assigned.
|
ALT-K |
Connect entities killtarget to targetname. 2 entities must be selected.
This will automatically set the first entity's killtarget key and the
second entity's targetname key to the same value. Values are
assigned sequentially as t1, t2, etc. SinEd will not use values
which have already been assigned.
|
ALT-N |
Select next target. Entity with existing target must be selected.
This will select the entity that the selected entity targets and
de-select the currently selected one. Particularly useful for selecting
a string of daisy-chained spline pathnodes one after the other to set
each one's key/value pairs individually.
|
CTRL-E |
Select complete entity. Select one of the brushes of a multiple brush
entity and hit CTRL-E to select all the brushes that belong to it.
|
M |
Merge brush into entity. Used to merge world brushes or brushes that
belong to different entity into the selected entity. First select a brush
that belongs to the entity to merge the brush into. Next, select the
brush to merge into the entity and hit M.
|
P |
Set light color. Useful for setting the "_color" key on the light and
lightramp entities. First select entity and hit P. This brings up a color
selection dialog. Select a color and click OK: the corresponding value
of the "_color" key will automatically be set.
|
CTRL-J |
Sets the selected entity's "angles" key to the current angles of the
3D view camera.
|
|
10. Filters shortcut keys
|
Filters is a feature that lets you selectively hide stuff in your map both in the 2D and 3D views. All filter options are show/hide toggles. Any combination of these can be used at any time. Please note that some filters don't have shortcut keys assigned to them and are only available from the Filters menu.
|
H |
Show/hide non-selected.
Everything that's not selected will be filtered.
|
CTRL-I |
Show/hide info_* type entities.
|
CTRL-M |
Show/hide models.
All model based entities will be filtered.
|
ALT-1 |
Show/hide detail brushes.
All brushes with detail content flag set will be filtered.
|
ALT-2 |
Show/hide entities.
All entity types will be filtered.
|
ALT-3 |
Show/hide translucent brushes.
All brushes with translucent content flag set will be filtered.
|
ALT-4 |
Show/hide masked brushes.
All brushes with masked surf flag set on all its faces will be filtered.
|
ALT-5 |
Show/hide water brushes.
All brushes with water content flag set will be filtered.
|
ALT-6 |
Show/hide path.
? will be filtered.
|
ALT-7 |
Show/hide clip brushes.
All brushes with playerclip or monsterclip content flag set will be filtered.
|
ALT-8 |
Show/hide non-lit brushes.
All brushes with non-lit surf flag set on at least 1 face will be filtered.
|
ALT-9 |
Show/hide world brushes.
All non-entity brushes will be filtered.
|
ALT-A |
Show/hide arrows.
All the white arrows that normally appear on selected brush faces will be filtered.
|
ALT-H |
Show/hide hint and skip brushes.
All brushes with hint and/or surf flag set on 2 or more of its faces will be filtered.
Note: Normal hint brushes must be rectangular and have the hint flag set on one of its faces and the skip flag set on all the others.
|
ALT-L |
Show/hide light and light_ramp entities.
|
ALT-P |
Show/hide areaportals.
All func_areaportals entities will be filtered.
|
ALT-T |
Show/hide trigger brushes.
All brushes with trigger texture set on half of its faces or more will be filtered.
|
ALT-U |
Show/hide user defined entity type.
All the user defined entity types will be filtered. Filter must be defined with the
"Set user" option. Partial names can be used. If set to nothing, all world brushes
and entities will be filtered.
|
|
11. Debugging tools shortcut keys
|
CTRL-L |
Find next leakspot. This brings the 3D view camera to the next leak spot and
centers the 2D view on it also. Map must have been compiled with QBSP3 first.
Note: When a leak is found during compilation, a .lin file by the same name as the map is created. This is called a pointfile and you must load it from
the File menu before you can use this feature.
|
CTRL-P |
Find previous leakspot. This brings the 3D view camera to the previous leak spot
and centers the 2D view on it also. Map must have been compiled with QBSP3 first.
Note: When a leak is found during compilation, a .lin file by the same name as the map is created. This is called a pointfile and you must load it from
the File menu before you can use this feature.
|
|
12. Misc shortcut keys
|
CTRL-O |
Open new map file.
|
CTRL-S |
Save current map file.
|
CTRL-R |
Save current map file as region. Region must first be set in the Region menu.
|
CTRL-X |
Exit SinEd without saving current map.
|
|
13. Addendum: modifying the project file
|
Modifications required for all the keys to work
|
CHANGE THIS LINE |
TO THIS
|
DETAILS
|
"KEY_SHOW_GRID" "o" |
"KEY_SHOW_GRID" "0"
|
Typo: o was used instead of 0 (zero).
|
"KEY_CLIPPER_FLIP" "~" |
"KEY_CLIPPER_FLIP" "kpadslash"
|
Since typing ~ needs
using the SHIFT key,
SinEd somehow sees it
as a different key.
Keypad / works fine.
|
"KEY_SELECTION_EXACT_CLONE" "x |
"KEY_SELECTION_EXACT_CLONE" "x"
|
Typo:
The end double-quote
was forgotten. Doesn't
prevent the key from
working but might as
well fix it.
|
|
Optional modifications to make your life easier (IMO)
|
CHANGE THIS LINE |
TO THIS
|
DETAILS
|
"KEY_VIEW_ZOOMIN" "delete" |
"KEY_VIEW_ZOOMIN" "insert"
|
Both this line and the next
one must be changed if you
choose to go with this.
|
"KEY_VIEW_ZOOMOUT" "insert" |
"KEY_VIEW_ZOOMOUT" "delete"
|
For me, zooming in is going
forward and zooming out is
going backward. Since the
insert key is forward of the
delete key on the keyboard,
I kept hitting the wrong key.
Swapping them makes me
avoid this nagging mistake.
This also swaps the Z view
zoom functions: CTRL-Insert
& CTRL-Delete.
|
"KEY_TOGGLE_XY" "numlock" |
"KEY_TOGGLE_XY" "kpadplus"
|
The NumLock key keeps
preventing me from being
able to use the numbers on
my keypad to set values in
the entity and surf inspector
dialogs. Assigning this key to
Keypad + solves the problem.
Hey! Carl made me do it ;)
|
|
That's it. Hope you find this useful. I strongly recommend to print out this page and keep it as a handy reference while using SinEd. If your printouts get clipped short on the side edges, try changing the margin settings in the "File" + "Page Setup" menu of your browser to 0.25' for both left and right margins.
With practice, you can get to know most of these key-mouse combinations and shortcut keys by heart but it's good to have something to refer to when in doubt.
|