|
Main category
|
Shortcut
|
Function
|
More
info / tips / description
|
|
Mode switches
|
|
|
|
| |
Space
|
Look
mode, toggle normal / around polygon
|
Moving
around in level is done in the move mode
|
| |
F2
|
Render
mode, toggle Wireframe/Textured
|
Most
of the editing happens in textured render mode. Sometimes it may be
faster or easier to use WF though
|
| |
F3
|
Build
mode
|
New entities/key
points/meshes are created in this mode.
|
| |
F4
|
Polygon
edit mode
|
Most
of the polygon related editing is done in this mode.
|
| |
F5
|
Move
mode
|
Most of the editing that affects the whole entity/mesh, hierarchy
or dynamic/FSM is done in this mode
|
| |
F6
|
Texture
mode
|
Most
of the texture related editing is done in this mode
|
| |
F7
|
Exit
mode
|
Exits
are created in this mode
|
| |
F12
|
Grid
mode
|
Most
of the grid functions are available always, but some additional grid
manipulation is done in this mode
|
|
Mode independent
|
|
|
Always available |
| |
Num +/-
|
Grid
scale
|
Grid
up/down scale. By default MaxEd uses "old grid units", which
are in steps of half/double of one meter.
|
| |
Alt+Num
+/-
|
Grid
size
|
This
changes the size of the grid plane to some extent (does not affect the
grid unit).
|
| |
Ctrl+Num
+/-
|
Camera
movement speed
|
The speed
that the camera moves in the Look mode
|
| |
Num *
|
Toggle
grid on/off
|
|
| |
Num /
|
Cycle
trough texture display modes
|
In texture
rendering mode (F2 toggle) you can select between only primary texture
/ only light map / only light layer / both light map and primary texture
rendering. This can be selected also in preferences.
|
| |
F9
|
Toggle
material palette
|
Show
/ hide material and hierarchy palette
|
| |
|
Toggle
triangles
|
You can
toggle the triangles visualization on/off in wireframe mode
|
| |
|
Toggle
backface culling
|
You can
toggle the backface culling visualization on/off in wireframe mode
|
| |
Ctrl+S
|
Quick
save
|
Quick
save level LVL
|
| |
Ctrl+O
|
Open
level
|
Open
old level LVL file. Note: several level files can be open simultaneously,
but only one at a time can have texture rendering on.
|
| |
Ctrl+P
|
Preferences
|
Show
preferences dialog. See preferences section for additional description.
|
| |
Insert
|
Toggle
select culled
|
Toggle
on/off the ability to select the polygons from their "backside" (culled).
|
| |
AltGr+H
|
Hold
|
See File
menu section for more information
|
| |
AltGr+F
|
Fetch
|
See File
menu section for more information
|
|
Look mode
|
Space |
|
Moving around |
| |
LMB
|
Look
around
|
Keep
pressed and move the mouse to look around (turn the camera).
In around mode (Space to toggle) the camera revolves horizontally around the selected
polygon.
|
| |
RMB
|
Zoom
|
Keep
pressed and move the mouse back and forth.
In around mode (Space to toggle) revolves the
camera vertically around the selected polygon
|
| |
Shift
|
Strafe
|
Keep
shift pressed to move around on the view plane i.e. "strafe"
|
| |
S
|
Save
screenshot
|
|
| |
C
|
Display
document statistics
|
Presents
a dialog with texture, polygon and other statistics.
|
| |
R
|
Render
all
|
Render
radiosity for the whole document. Choice between "full" and
preview algorithms is prompted for. Preview algorithm only calculates
direct illumination and doesn't handle transparencies.
|
| |
Space
|
Toggle
look around and look around an object
|
See explanation above |
| |
|
XML dump
|
Dumps
a XML document containing all dynamic meshes and all of the FSM messages
that they send.
|
|
Build mode
|
F3 |
|
Creating
new entities
|
| |
LMB
|
Draw
polygon shape on grid, add a new vertex
|
Note: If the object is intersecting with
itself, a new vertex can not be placed
|
| |
RMB
|
Extrude
mesh (accept creation)
|
The current
polygon is extruded to a mesh, thickness is one current grid unit and
the texture used is the current material.
|
| |
N
|
Create
a new entity (keypoint) to selected point on the grid
|
A list
of possible keypoints is presented
|
| |
Del
|
Delete
last vertex placement (during polygon shape draw)
|
|
| |
A
|
Align
grid to edge
|
The edge
(of another object) that you point has to cross with the current grid
plane
|
| |
UC /
DC / LC / RC
|
Move
the camera around on the view plain
|
Note: UC = Up Cursor, DC = Down Cursor
etc.
|
| |
Ctrl
- UC / DC
|
Move
the camera forward and backward
|
|
| |
Shift+RMB
|
Create
polygon out of mesh shape
|
Note: Polygons can’t be Booleaned.
|
| |
Space
|
Abort
mesh build
|
|
| |
Ctrl-V
|
Paste
to
|
Clipboard
contents are pasted to the selected point on the grid. Note:
the pivot point of the object is the point that is used as a reference.
Use F5/P to set the pivot point before copy/paste if necessary.
|
|
Polygon edit mode
|
F4 |
|
Single
polygon related operations
|
|
Moving:
|
UC /
DC
|
Move
selected face up/down by grid units
|
Note: Faces of a triangular mesh can’t
be moved. The mesh can’t go "through itself". Tip:
Try a smaller grid unit or fix the mesh before moving a face (F5/F)
|
| |
LC /
RC
|
Rotate
face around selected edge
|
Note: the rotation step amount is set
in preferences (Ctrl-P)
|
| |
RMB
|
Skew
selected face
|
Works
around the edge marked as red
|
| |
LMB
|
Move
selected face
|
The selected face moves in steps
of a current grid unit, see above |
| |
PgUp/PgDn
|
Move
the grid up/down
|
|
| |
|
|
|
|
General:
|
Del
|
Delete
active polygon
|
Note: Deleting polygons should occur rarely
and the objects can’t be Booleaned if some of its polygons are deleted.
|
| |
Ctrl+Del
|
Delete
all but active polygon
|
|
| |
A
|
Align
Grid to polygon
|
Commonly used
|
| |
Shift-A
|
Align
to selected face in world coordinates
|
Commonly used
|
| |
S
|
Split
active poly by grid
|
Place
the grid so that its plane crosses the polygon from the desired split
location. Note: Joining of the polygons is done in F6 mode, see
F6/J subsection for more information
|
| |
G
|
Align
objects
|
Rarely used
|
| |
P
|
Separate
mesh
|
MaxED
checks the mesh and if it finds that it is not fully connected (some
parts do not share vertexes), the object is separated
|
| |
Enter
|
Rename
exit
|
Select
show exits from the view menu and you can select the exit mesh to rename
it. Note: exit is two sided and both sides have separate names.
|
| |
L
|
Locate
polygon
|
Rarely
used. You can locate a polygon by its index number. Type the number
to the dialog and MaxED shows a circle on that polygon. Type -1 to get
the location off. Tip: Sometimes MaxED can inform you that some
polygon is illegal geometry (usually after a complex Boolean operation).
Try to fix the mesh (F5/F) or then locate the polygon and try if splitting
(F4/S) helps.
|
| |
Ctrl+F
|
Flip
object normals
|
A common
operation. Point one face, press Ctrl+F and the whole mesh will be flipped.
Usually rooms should have their polygons pointing inwards and everything
else outwards.
|
|
Object edit/move mode
|
F5 |
|
For all
object related
|
|
Booleans:
|
U
|
Boolean
Unify objects
|
Select
first object, press U, select second. The result is the union of the
objects (the volumes are combined) and the unneeded polygons are removed.
Note: Boolean operations work only between
meshes that are defining a volume (only closed forms with no deleted
faces)
Note: All Boolean operations require that
both of the objects have their faces pointing the same way (use F4/Ctrl+F
to flip).
Note: Objects have be on the same hierarchy
level, use grouping/ungrouping to get the objects on the same hierarchy
level.
|
| |
S
|
Boolean
Subtract objects
|
Select
first object, press S, select second. If the objects overlap, the second
object volume is removed from the first object
|
| |
I
|
Boolean
Intersect objects
|
Select
first object, press I, select second object. The result is the intersection
of the objects (they must overlap).
|
| |
J
|
Join
objects
|
This
function joins objects to a single mesh (combine meshes, but do not
Boolean). Even if the meshes overlap, no polygon removal is done. In
most cases, you can use F4/P to separate meshes again.
|
|
Grouping:
|
G
|
Group
objects
|
Select
child, press G, select parent
|
| |
Ctrl+G
|
Ungroup
group parent's children
|
Select
parent and the children will be lift (ungrouped)
|
| |
Shift+G
|
Lift
selected child from a group
|
A single
child will be lift (moving up in the hierarchy)
|
| |
E
|
Group
objects to room
|
Often
used. Keep mouse over room mesh, press E to auto-group all objects in
its volume to the room.
|
| |
Ctrl+E
|
Auto-group
all
|
The same
as above, but ungrouped children all around are grouped to rooms which they
are in.
|
| |
H
|
Hide
selected
|
Select
the items that you want to hide
|
| |
Ctrl+H
|
Inverse
hide
|
Select
the items that you do not want to be hidden
|
| |
Ctrl+Shift+H
|
Unhide
last
|
|
| |
Q
|
Align
objects faces to another object
|
|
| |
C
|
Scale
object or a group
|
A dialog
is presented. The scaling reference point is the vertex that is selected
when you press "C".
|
| |
Shift+C
|
Center
rooms
|
You may
sometimes want to set rooms pivot point to their centers.
|
| |
P
|
Set pivot
to grid center
|
Align
the grid and move it in F12 mode to get the grid center in to the correct
place.
|
| |
F
|
Fix vertices
|
A good
operation after Boolean operations. Forces a kind of "rethink"
over the selected objects, which removes redundant vertexes, builds
necessary T-vertexes and checks mesh integrity.
|
| |
D
|
Make
object dynamic / static
|
When
a mesh is created, it is originally always static geometry. When the
object is toggled as dynamic, it gets a FSM (can send and receive messages
and has a state). It also can have keyframes and animations. Check the
object properties to get dynamic objects suitable for each need. Keypoints
are always dynamic in nature and can’t be turned as static.
|
| |
N
|
Kill
floating faces
|
Rarely
used.
|
| |
T
|
Texturize
object/selection with current material
|
Similar
to F6/T, except affects all polygons on all selected meshes.
|
| |
Ctrl+T
|
Texturize
object/selection with current material in default scale
|
Similar
to F6/Ctrl+T, except affects all polygons on all selected meshes.
|
| |
O
|
Optimize,
remove redundant vertices
|
Rarely
used, usually use fixing instead (F5/F).
|
|
Dynamic:
|
Tab
|
Keyframe
manager for selected object
|
After
making a mesh dynamic, it gets a single keyframe. More keyframes can
be added from the KF manager. Select the keyframe in the manager and
move/rotate the object around to get the keyframe position where you
want.
|
| |
Shift+Tab
|
Animation
manager for selected object
|
After
creating keyframes, animations can be created. Select the two keyframes
that you want to animate between (can be the same keyframe too), the
name, duration of the animation, rotation and position graphs can be
adjusted. Use messages button to adjust the messages that the object
sends. Note: the object always animates in relation to its pivot
point. Use F5/P to set the pivot.
|
| |
4
|
FSM manager
for selected object
|
FSM manager
and "Finite State Machine" system is the key to create any
dynamic content. You can add new states, create custom "message
sets" and overall manage the behavior of the object. Tip:
use Tab key to "complete" hierarchy and commands in Unix-fashion.
|
|
Moving:
|
LMB
|
Move
selected object/group along grid
|
Note: This and the following move/rotate
commands work for both static/dynamic objects, but if the object is
dynamic, only current keyframe is affected
|
| |
RMB
|
Move
selected object/group up/down
|
|
| |
UC /
DC / LC / RC
|
Move
selected object/group along grid
|
|
| |
PgUp/PgDn
|
Move
selected object/group up/down
|
|
| |
LMB+1/2/3
|
rotate
object or group along X/Y/Z axis
|
Keep
the key pressed and rotate by pressing LMB. By default, the object rotates
around the selected vertex in world coordinates. Toggle pivot/world
coordinates and vertex/pivot rotation on and off as needed,
|
| |
Shift+1/2/3
|
Rotate
object or group by geometry center
|
Rarely used
|
| |
Ctrl
+ all move and rotate functions
|
Move
or rotate selected dynamic object/group so that all the keyframes move
the same way
|
All of
the previous move/rotate commands (except around geometry center) work
so that also all of the keyframes are moved/rotated. Without, only the
selected keyframe is affected.
|
| |
|
Enable
room moving
|
If you
toggle this on, MaxED allows you to move rooms even if the exits get
affected. Note: You can always move multiple rooms even w/o this
setting on, as long as no exits get affected (separated)
|
|
General:
|
Esc
|
Clear
selection / abort Xform
|
Pressing
Esc happens often, mainly when you want to clear the selection
|
| |
Del
|
Delete
selected object
|
Only
the object that is active (under mouse cursor) gets deleted. The possible
children get lifted
|
| |
Ctrl+Del
|
Delete
selected objects
|
All selected
objects and their children get deleted
|
| |
A
|
Toggle
Vertex/Pivot rotation
|
Rotation
works around the selected vertex by default. Dynamic objects are mostly
and keypoints only rotated around their pivot
|
| |
W
|
Toggle
World / Local coordinate rotation
|
|
| |
R
|
Render
selection
|
|
| |
|
Export
selection
|
Select
a set of rooms objects and export them to framework. Note: there
has to be at least one jumppoint for player placement.
|
| |
M
|
Mirror
selected
|
Affects
selected object or group and uses current grid plane as the mirror
|
| |
|
Set selected
spotilights to default
|
Sets
selected spotlights to those settings that are defined in F6/spotlight
properties
|
| |
Return
|
Edit
object properties
|
Very
important. View separate explanation.
|
|
Remember
also:
|
Ctrl+X
|
Cut
|
See "Edit
menu" section.
|
| |
Ctrl+C
|
Copy
|
See "Edit
menu" section.
|
| |
Ctrl+V
|
Paste
|
The items
will be placed in their original coordinates unless "apply paste
displacement" is selected in the preferences. Tip: The copied
object/group is selected after the paste. Use cursor keys to move it
easily without loosing the selection. Note: Consider also using
"Paste to" for easily pasting objects to certain locations.
|
| |
Ctrl+A
|
Select
all
|
Select
all visible objects. Hidden rooms/objects are not selected.
|
|
Texture Edit mode
|
F6 |
|
For texturing
|
|
General:
|
R
|
Render
polygon
|
Single
pass radiosity is calculated to the current polygon (final rendering)
|
| |
U
|
Numerical
tiling
|
Show
numerical texture tiling dialog of the current polygon. You can set the UV tiling
by defining the absolute size in meters or the tiling in relation to
the current polygon. If you select "Set as default" the selected
tiling will be set as the default size of current material.
Note: Changing the other value also changes
proportionally the other value (not visible). Only if a tick mark is
visible next to the value, that value is explicitly defined.
Tip: If you change the other value and
want to keep the other value the same, "touch" it quickly
just by writing a space after the value.
|
| |
V
|
Numerical
tiling
|
Same
as above
|
| |
X
|
Flip
texture along x-axis
|
The edge
which is closest to the cursor is used as a reference
|
| |
Y
|
Flip
texture along z-axis
|
The edge
which is closest to the cursor is used as a reference
|
| |
T
|
Apply
texture to whole mesh
|
Texturizes
the whole mesh with current material. Note: The effect is limited
to continuous polygons (a mesh). In F5 mode, the same affects all the
selected objects/group.
|
| |
Ctrl+T
|
Apply
texture to whole mesh in default size
|
Similar
to above, but uses the default size
|
| |
|
Get default
tiling
|
Checks
what material selected polygon uses and sets its default UV tiling to
the values which are in that polygon
|
| |
L
|
Assign
light source to polygon
|
You can
set the current polygon to emit light during rendering. Select the desired
color from the palette. Make the polygon normal again by setting the
emission color to full black. Note: the texture affects the color/brightness.
|
| |
Shift-L
|
Assign
default light source to polygon
|
You can
use the preferences to define the default light color and then just
quickly press shift-L to set this light color on selected polygon.
|
| |
I
|
Adjust
light source intensity
|
You may
need to lower the intensity of a light source polygon pretty often.
Default (maximum) value is 1.0, on very large sources values like 0.05
are not uncommon. Note: in radiosity calculation, light brightness
depends very much on the emitting polygon's size.
|
| |
K
|
Set single
polygon lightmap resolution
|
Select
polygon, press K and enter the desired value. By default, MaxED uses
gray/white checkerboard to indicate unrendered light maps. Some other
colors may also be visible for debugging purposes.
Note: The light map is another layer of
texturing on most of the polygons in MaxED. These light maps have to
be rendered. Light maps can only darken the texture (similar to multiply
operation in many GFX programs). The light map resolution is set by
texels/meter, but it only "jumps" in powers of 2 and the maximum
size for a light map on a single polygon is 128x128. Light map resolution
greatly affects the data size and the rendering times of the levels
(esp. with final quality rendering). Values over 8 per meter are rarely
needed and pretty often 4 texels per meter brings very good quality.
|
| |
Shift+K
|
Set lightmap
resolution for objects
|
Similar
to above, but sets the resolutions of all the light maps on all the
selected objects. Go to F5 mode to select object/rooms, come back to
F6 mode to set the resolution for all of them. If nothing is selected
in F5 mode, the whole level gets new light map resolution.
|
| |
|
Set lmres
by normal
|
Similar
to above, but sets the resolutions by polygon normal. First asks the
desired resolution for polygons that point upwards (floors), then sideways
(walls) and finally the ones pointing down (ceilings). This is a handy
feature as most people desire resolution on the floor, a little less
on walls and mostly ignore the looks of the ceilings. Selections work
the same way as with the Shift+K.
|
| |
|
Colorize
lightmaps
|
Uses
code coloring to indicate light map size. Points easily the problematic
or too large light maps, which require very much rendering time (final
quality rendering). Blue is good, green is OK, yellow and red are bad.
Split polygons or lower the resolution to render more quickly (on final
quality rendering). Selections work the same way as with the Shift+K.
|
| |
|
Add light
layer
|
Separate
light layer texturing can be added to materials if desired (material
palette). This mapping is separately editable (UV mapping, size etc.)
in light layer display mode (use preferences to toggle). After rendering
the actual light maps, this layer can be "added" to the light
maps which modifies them: 50% gray in light layer means no change, lighter
than that turns light map brighter and darker more dark. Selections
work the same way as with the Shift+K so select the objects/rooms which
have light layers in F5 mode, go to F6 mode and point one polygon which
has light layer and select this function. The light layer is added to
all polygons on all selected objects that have light layer set.
|
| |
|
Set light
colors from lightmaps
|
You can
use objects to approximate the right point light color. Select objects
and this function. Then make a point light and select "set light
color"
|
| |
|
Spotlight
properties
|
If a
polygon is a light source and there is "export lights" tick
on in it's properties, MaxED has placed a matching spotlight to that
polygon. Edit spotlight properties by pointing the polygon in F6 mode
and choosing this function.
|
| |
J
|
Join
polygons/exits
|
You can
join planar adjacent polygons by pointing polygon1 pressing J clicking
polygon2.
|
| |
C
|
Copy
mapping coordinates
|
Hover
the mouse over a polygon1 - press C click polygon2. Note: Works
only from adjacent poly to another. Tip: if you do not click
another time LMB (apply mapping), only texture coordinates are copied
and the material stays the same. Sometimes this can be very handy.
|
| |
G
|
Get material
from polygon
|
Very
handy function which you can use to change the current material by pointing
a polygon in level and pressing G
|
| |
F
|
Align
map's X dimension to active edge
|
Aligns
textures U direction to the active edge, set the scale to default.
|
| |
Shift+T
|
Create
T-vertexes
|
Rarely
used, use F5/F to fix objects and get the same results.
|
| |
Ctrl+C
|
Copy
lightmap to clipboard
|
|
| |
Ctrl+V
|
Paste
lightmap from clipboard
|
|
|
Blending:
|
A
|
Set polygon
additive
|
Additive
polygons send light in MaxED. Black is fully transparent and white is
fully opaque, only lightens.
|
| |
M
|
Set polygon
multiplicative
|
Black
is fully opaque and white is fully transparent, only darkens.
|
| |
S
|
Set polygon
normal (solid)
|
Standard
solid polygons. Note that if you make a polygon additive or multiplicative
and then again solid, the possible light map of that polygon may need
to be re-rendered.
|
| |
N
|
Enter/leave
planar mapping mode
|
A poly
group has to be selected. Use all normal mapping commands (rotation,
moving etc). The reference plane for planar mapping is the normal of
the selected polygon.
|
| |
|
Display
debug information
|
|
|
General:
|
LMB
|
Apply
texture
|
Apply
active material (texture) to current polygon without changing the UV
scale.
|
| |
RMB
|
Move
texture
|
Move
texture location w/o affecting the UV scale
|
| |
UC/DC/RC/LC
|
Move
texture
|
Use cursor
keys to move texture precisely. The movement happens in steps of the
current grid unit (use numpad +/- to change).
|
| |
Ctrl+RMB
|
Axis
lock while moving
|
Lock
axis when moving
|
| |
Tab+RMB
|
Scale
texture
|
Note: The ticked vertex is used as a reference
(closest to the cursor when the scaling begins). If you keep the tab
pressed the tick stays in the original vertex and you can gain more
precision by moving away from the vertex.
|
| |
Alt+Tab+RMB
|
Scale
texture with aspect ratio
|
|
| |
PgUp
|
Rotate
90 degrees CW
|
|
| |
PgDn
|
Rotate
90 degrees CCW
|
|
| |
Z+LMB
Drag
|
Rotate
texture
|
Rotate
texture freely
|
|
Exit mode
|
F7 |
|
For creating
exits
|
| |
LMB
|
Draw
mesh shape on "descending" vertexes
|
Exit
will be created where the grid and doorways "depth" edges
cross
|
| |
RMB
|
Accept
creation
|
|
| |
UC /
DC / LC / RC
|
Move
the camera around on the view plain
|
|
| |
Ctrl-
UC / DC
|
Move
the camera back and forth
|
|
| |
N
|
Align
grid
|
|
| |
Del
|
Delete
last vertex placement
|
|
|
Grid mode
|
F12 |
|
For grid
related
|
| |
LMB
|
Move
grid around on it's current plane
|
|
| |
RMB
|
Raise/Lower
grid by grid units
|
|
| |
UC /
DC / LC / RC
|
Move
grid around on it's current plane
|
|
| |
PgUp/PgDn
|
Raise/Lower
grid by grid units
|
|
| |
C
|
Center
grid to view
|
|
| |
R
|
Reset
grid and camera to default
|
|
| |
1 2 3
|
Turn
grid X Y Z in world coordinates
|
|
|
File menu
|
|
|
|
| |
Ctrl+N
|
New
|
|
| |
Ctrl+O
|
Open
document...
|
|
| |
|
Close
|
|
| |
|
Insert
document...
|
Another
document is inserted to current document to its original location in
world coordinates. All materials are checked for duplicates and only
new materials/categories are inserted
|
| |
|
Export
X_levelDB
|
Export
level fully to Max Payne database to be used in game.
|
| |
Ctrl+S
|
Save
|
|
| |
|
Save
As...
|
|
| |
Crtl+Alt+H
|
Hold
|
"Manual
undo", current status is saved in a temp file
|
| |
Crtl+Alt+F
|
Fetch
|
The previous
hold is fetched (careful, you can not go back). If you have older holds,
pressing this again fetches the earlier one.
|
| |
|
Revert
|
Revert
to last saved
|
| |
|
Exit
|
Quit
MaxED
|
|
Edit menu
|
|
|
|
| |
Ctrl-X
|
Cut
|
Cut moves
the currently selected objects onto the clipboard. Works in F5 mode
only. This feature is available only if the "Edit->cut available"
local preference is set to "yes".
|
| |
Ctrl-C
|
Copy
|
Copies
the currently selected objects into the clipboard. Works in F5 mode
with objects. In F6 mode you can copy lightmaps and in FSM message dialog
FSM commands / text
|
| |
Ctrl-V
|
Paste
|
Works
in F3, F5 and F6 modes. In F5 mode, the objects in the clipboard are
pasted their original locations, with a possible paste offset applied
(preferences). In F3 mode, the pasted objects' pivots are placed on
the grid where the mouse is pointing. In F6 mode you can paste light
maps and in FSM message dialog FSM commands / text.
|
| |
Ctrl-A
|
Select
all
|
Works
in F5 mode only.
|
|
View menu
|
|
|
|
| |
|
Status
bar
|
Show/hide
status bar
|
| |
|
Display
grid
|
(See
section Mode independent)
|
| |
|
Display
exits
|
Toggle
exit polygons' visibility. When on, the exits are drawn in translucent
turquoise.
|
| |
|
Display
keypoints
|
Show/hide
non-mesh objects (jump points, waypoints, etc.)
|
| |
|
Keypoint
text modes
|
Control
the text drawn with keypoints.
|
| |
|
Dynamic
object text modes
|
Control
the text drawn with dynamic objects
|
| |
|
Display
non-exporting meshes and noDraw-polygons
|
Show/hide
meshes with the "Export geometry" flag off and polygons with
materials having the "drawpolygons" flag (in the shared database)
off
|
| |
|
Show
nodraw-materials in dynamic objects
|
Override
the "Display non-exporting meshes and noDraw-polygons" setting
for dynamic objects; keep the nodraw-polygons visible regardless of
its value
|
| |
|
Visualize
lights
|
Show/hide
cones visualizing point- and spotlights
|
| |
|
Locate
additive/multiplicative polygons
|
Draw
material location markers to all polygons set to additive or multiplicative
blend
|
| |
|
Unhide
all
|
Activates
all objects in the scene
|
|
Mode menu
|
|
|
|
| |
|
See section
"Mode switches" for mode descriptions
|
|
| |
|
Render
triangles
|
Works
only in wireframe rendering mode. Displays the triangles making up the
polygons.
|
| |
|
Backface
culling
|
Works
only in wireframe rendering mode. Enable/disable backface culling.
|
| |
F2
|
Wireframe
|
See section
"Mode switches"
|
| |
Ins
|
Select
culled polygons
|
Constantly
used. When enabled, backface culled polygons will be selectable in F4
and F5 modes
|
|
Aides menu
|
|
|
|
| |
|
See section
"Mode independent"
|
|
|
Material menu
|
|
|
|
| |
|
Add category
|
Add a
new material category
|
| |
|
Remove
category
|
Remove
an existing material category. The category must be empty.
|
| |
|
Edit
category name
|
Change
the name of a material category. If MaxED has a database available,
uses material categories defined in materials.txt
|
| |
|
Merge
category into..
|
Move
the materials in the current active category into another. The destination
is prompted for.
|
| |
|
Purge
unused materials
|
Delete
all materials not used by any polygons
|
| |
|
Refresh
all materials
|
Find
the source textures for all materials and update them if found
|
| |
|
Insert
materials from file...
|
Insert
all materials from another LVL file into this one
|
| |
|
Insert
bitmaps...
|
Insert
new materials into this file. MaxED can use at least JPEG (full color),
TGA (full color) and PCX (8-bit) formats.
|
|
Lighting menu
|
|
|
|
| |
|
Set light
colors...
|
Works
only in F5 mode. Set all polygons in the selection to emit light
|
| |
|
Cycle
texture display mode
|
See section
"Mode independent"
|
|
Network menu
|
|
|
|
| |
|
Start
render server
|
Starts
a Netrender server.
|
| |
|
Start
a slave renderer
|
Connect
this machine to a Netrender server
|
| |
|
Send
radiosity job...
|
Send
current document to a netrender server for lighting
|
|
Options menu
|
|
|
|
| |
|
Preferences...
|
Display
document-specific preferences
|
| |
|
Local
preferences...
|
Display
user-specific preferences
|
| |
|
Goto
default keyframes
|
Reset
all dynamic objects to their default keyframes
|
|
Material right-click menu
|
|
|
|
| |
|
Insert
bitmaps...
|
See section
"Material menu"
|
| |
|
Append
from file...
|
See section
"Material menu", subsection "Insert materials from file..."
|
| |
|
Insert
copy to another category..
|
Insert
a copy of the material into another category
|
| |
|
Move
to another category...
|
Move
the material into another category
|
| |
|
Change
bitmap...
|
Fetch
a new bitmap for the material
|
| |
|
Refresh
bitmap
|
Reload
the material's images, if the files can be found
|
| |
|
Add alpha
layer.. / Remove alpha
|
Add/remove
an alpha channel to the material
|
| |
|
Add light
layer... / Remove light layer
|
Add a
light layer texture to the material
|
| |
|
Dualsided
|
Enable/disable
dual sided drawing for the material
|
| |
|
Alpha
test
|
Enable/disable
alpha test for materials with an alpha channel
|
| |
|
Adult
content
|
Set/clear
adult content flag
|
| |
|
Locate
/ Remove location aid
|
Draw/disable
location markers for polygons mapped with the active material
|
| |
|
Reset
scaling
|
Resets
the material's UV default scaling
|
| |
|
Copy
to clipboard
|
Copy
the material's primary texture to the clipboard
|
| |
|
Replace
with
|
If a
material has been "memorized", replace the memorized material
with the current material
|
| |
|
Memorize
|
Memorize
this material, see "Replace with" above
|
| |
|
Delete
|
Delete
the material. The material must not be used by any polygons.
|
|
Hierarchy tree right click
menu, all objects
|
|
|
|
| |
|
Kill
|
Remove
the object and all its children
|
| |
|
Remove,
save children
|
Remove
the object, but keep its children. The children are lifted one step
up in the hierarchy.
|
| |
|
Remove
children
|
Removes
the object's children, but leaves the object itself untouched
|
| |
H |
Hidden
|
Hide/unhide
the object and its children
|
| |
|
Hide
children
|
|
| |
|
Unhide
children
|
|
| |
4 |
Edit
FSM...
|
Edit
the object's FSM, if it has one
|
| |
Return |
Properties
|
Displays
the property page for the object
|
|
Hierarchy tree right click
menu, meshes
|
|
|
|
| |
|
Add polygroup
|
Add a
polygroup to the mesh. A polygroup is a method to mark a group of polygons.
You need polygroups with functions mentioned below and in F6/planar
mapping. Select polygroup name from the hierarchy list and keep shift
pressed when selecting/ unselecting polygons to the group. MaxED shows
selected polygons of the group with green translucent highlight. Note:
a polygroup accepts polygons only from the object that it is parented
or the objects that are also below the parent in hierarchy (other children
or their children).
|
|
Hierarchy tree right click
menu, polygroups
|
|
|
|
| |
|
Rename
|
Change
the polygroup's name
|
| |
|
Duplicate
|
Insert
another polygroup with the same polygons into the parent mesh
|
| |
|
Smooth
light maps
|
Calculate
smooth lighting for the polygons in the group. Works best on rectangular
polygons.
|
| |
|
Smooth
geometry
|
Marks
the polygons to be tessellated by a subdivision surface algorithm in
the game engine. Doesn't affect the polygons' appearance or tessellation
in MaxED.
|
| |
|
Freeze
light maps
|
The light
maps in the polygons will not be affected by any light map-changing
action. When rendering radiosity, they will contribute normally to the
solution, but their appearance won't change.
|