| 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. |