|   MaxED2 Quick Reference
  This document contains a list of most menu, mouse and keyboard
  functions with brief explanation of the use and necessary additional
  information.  1.    Menus
    
  
     
      | File menu |  |  |  |   
      |  | Ctrl+N | New | Opens a new empty document with
        one default material. |   
      |  | Ctrl+O | Open... | Opens MaxED2 file format (.lv2) |   
      |  |  | Close |  |  
      |  | Ctrl+S | Save | Saves MaxED2 file format (.lv2) |  
      |  |  | Save As... |  |  
      |  |  | Import... | Geometry made with original MaxED (.lvl) can be imported to MaxED2. |  
      |  |  | Export... | Export the whole document into the game. Uses Level Database-format (ldb).
        Is not compatible with  MaxED1 and not importable back to MaxED2 or
        1. |  
      |  |  | Export Selection... | Export the selected objects into the game. Offers often much faster
        way to edit and test a part of the level than exporting and processing
        the whole (large) level file. The selection should contain at least one
        room and one jumppoint. |  
      |  |  | Export Selection Gameplay Critical... | Export the selected objects into the game, but leave out all objects
        which do not have "Gameplay Critical" flag in their properties
        set to on. Offers even faster way to test the dynamic functionality of
        specific parts of the level and to only export dynamic and essential
        gameplay content. Requires you to mark Gameplay Critical objects in the
        level. |   
      |  |  | 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 |   
      |  |  | Exit | Quit MaxED. Window positions and preferences are saved upon exit. |    
    
  
     
      | Edit menu |  |  |  |  
      |  | Ctrl+Z | Undo | Cancels the previous action. Pressing the Undo again cancels more
        actions. Undo buffer holds some 8 previous actions. Use carefully, as
        there is no Redo. Unfortunately a few functions are not undoable, for
        instance purging the unused textures. Note also that undo buffer does
        not survive over any Save function (saving manually or autosave).  |   
      |  | Ctrl+X | Cut | Used mostly  in F5 mode, and is unavailable in most other modes.
        Cut moves 
          the currently selected objects into the clipboard. Can also be used
        for instance to cut  materials in the material palette. Most text
        dialogs also offer the possibility to cut text. |   
      |  | Ctrl+C | Copy | Used mostly in F5 mode 
          with objects. Copies 
          the currently selected objects into the clipboard. In F6 mode you can copy lightmaps and in
        most dialogs text. |   
      |  | Ctrl+V | Paste | Used mostly 
          in F3, F5 and F6 modes. In F5 mode, the objects in the clipboard are 
          pasted their original locations. 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 most dialogs text. |   
      |  | Ctrl+A | Select 
          all | This function is not visible in the menu, as it is F5 mode
        specific function only. See further details from F5 mode description. |    
    
  
     
      | View menu |  |  |  |  
      | Main: | F9 | Hierarchy View | Show/hide hierarchy view. |  
      |  | Shift+F9 | Material View | Show/hide material view. |  
      |  | F10 | Output Window | Show/hide output window.  |  
      |  | F1 | Display filter | Show/hide display filter. Most view related commands are now in the
        Display filter (compared to MaxED1). See Display filter explanation in
        the tutorials. |   
      |  |  | Status 
          bar | Show/hide status bar |  
      |  |  | Tool 
          bar | Show/hide tool bar |  
      |  |  | Unhide 
          all | Activates 
          all objects in the scene |   
      | Grid: | Num * | Display Grid | Toggle grid visibility on/off |  
      |  | Num + | Increase Grid Unit | Increase grid unit size with one step. The steps are defined in
        Document preferences. The current size is visible in the Toolbar. |  
      |  | Num - | Decrease Grid Unit | Decrease grid unit size with one step. The steps are defined in
        Document preferences. The current size is visible in the Toolbar. |  
      |  | Alt+Num + | Increase Grid Plane Size | Increase grid plane size. |  
      |  | Alt+Num - | Decrease Grid Plane Size | Decrease grid plane size.  |  
      | Camera: | Ctrl+Num + | Increase Movement Speed | Increase camera movement speed in camera mode. The current speed is
        visible in the Toolbar. |  
      |  | Ctrl+Num - | Decrease Movement Speed | Decrease camera movement speed in camera mode. The current speed is
        visible in the Toolbar. |  
      | Texture: | Num 1 | Diffuse Only | Shows only the diffuse (normal) textures in the scene view. |  
      |  | Num 2 | Lightmap Only | Shows only the lightmaps in the scene view. |  
      |  | Num 3 | Diffuse+Lightmap | Shows both diffuse texturing and lightmaps combined as they are
        visible in the game. |  
      |  | Num 4 | Light layer Only | This function from MaxED1 was not fully implemented and is made
        unavailable in the released MaxED2 version. |  
      |  |  | Unhide 
          all | Unhides all objects in the scene |    
    
  
     
      | Modes |  
      | MaxED2 usage is based
        on modes. All commands are divided under specific groups and
        these are called modes. They are referred  with names (polygon
        mode, object mode etc.) or with corresponding function buttons (F4-mode,
        F5-mode etc.). The cursor indicates the current mode and the
        middle-button menu (when pressed over the scene) allows you to access
        specific commands for each mode. See below for further explanation about
        each mode and their functionality. |  
      | Group | Shortcut | Function | More 
          info / tips / description |   
      |  | Space | Camera | Moving 
          around is done in the Camera mode.  |   
      |  | F3 | Build | New objects are created in this mode. |   
      |  | F4 | Polygon | Most 
          of the polygon related editing is done in this mode. |   
      |  | F5 | Object |  Most of the editing that affects a whole object is done in this mode |   
      |  | F6 | Texture | Most 
          of the texture related editing is done in this mode |   
      |  | F7 | Portal | Portals 
          are created in this mode |   
      |  | F12 | Grid | Most 
          of the grid functions are available always, but some additional grid 
          manipulation is available in this mode |    
    
  
     
      | GIS |  |  |  |   
      |  |   | Send Level | GIS (Global Illumination System) is the lighting model of Max Payne
        2. The lighting is calculated by separate executable and the lighting can be
        calculated by sending the level to gisserver, which will send the level
        to gisclient(s) and render the level. If you have only one machine, it
        can run all of these programs (MaxED, server and client). Start the
        rendering and the server by starting "local render" from the
        Max Payne tools. After that select Send Level from MaxED and assign the rendering
        to "localhost". Finished renderings go to C:\GIS folder. |   
      |  |   | Send Selection | Sends the selection to lighting calculation |   
      |  |   | Send Level (vol) | You can calculate the volume lighting (the lighting which affects
        characters and some dynamic objects in the game) after the level has
        been rendered with GIS. You need to start volumetric calculation server
        and clients just like the lighting is done. Finished renderings go again
        under C:\GIS folder. |   
      |  |   | Send Selection (vol) | You can calculate the volume lighting to selected objects. |   
      |  |   | Set Lighting Curve | The GIS calculation is done with floating point precision. This
        command offers the chance to manipulate the GIS solution (lighting) with
        curves without losing quality. See lighting tutorial for more
        information. Suggested values are some 15, 128, 180, and 10%. |    
    
  
     
      | Tools |  |  |  |   
      |  |   | Goto Default Keyframes | Reset 
          all dynamic objects to their default keyframes |   
      |  |   | Refresh All Prefabs | Refreshes all prefabs with the versions found from the original file
        paths. See level integrity test to verify that all the prefabs are found
        and the file links to the disk are not broken. |   
      |  |   | Dump FSM's to XML Document | Asks you a string to search and will open a web browser with all the
        messages containing that string. Helps you to debug and find possible
        problematic FSMs |   
      |  |   | Replace Database Name in FSMs | Lists database categories and allows you to replace objects in them.
        For example "door_open" sound to "door_metal_open"
        sound throughout the level. |  
      |  |   | Level Integrity Test | Analyzes level and reports possible problematic items, like JPG
        textures (DDS recommended), objects grouped to incorrect rooms or spread
        over several locations (should be fixed), prefab duplicates etc. Basically the same thing is
        done to level during export and partially when level is being opened.
        Note: Havok and other geometry errors are only being analyzed and
        reported during export. |  
      |  |   | Change File References | Redundant |  
      |  | Ctrl+P | Document preferences | These preference are part of the document file and will transfer
        between instances of MaxED. |   
      |  |   | MaxED Preferences | These are your local preferences and will affect your local MaxED
        copy. |    2.    Modes and mode specific commands
    
  
     
      | Modes |  
      | MaxED2 usage is based
        on modes. All commands are divided under specific groups and
        these are called modes. They are referred  with names (polygon
        mode, object mode etc.) or with corresponding function buttons (F4-mode,
        F5-mode etc.). The cursor indicates the current mode and the
        middle-button menu (when pressed over the scene) allows you to access
        specific commands for each mode. |  
      | Group | Shortcut | Function | More 
          info / tips / description |   
      |  | Space | Camera | Moving 
          around is done in the Camera mode.  |   
      |  | F3 | Build | New objects are created in this mode. |   
      |  | F4 | Polygon | Most 
          of the polygon related editing is done in this mode. |   
      |  | F5 | Object |  Most of the editing that affects a whole object is done in this mode |   
      |  | F6 | Texture | Most 
          of the texture related editing is done in this mode |   
      |  | F7 | Portal | Portals 
          are created in this mode |   
      |  | F12 | Grid | Most 
          of the grid functions are available always, but some additional grid 
          manipulation is available in this mode |    
    
  
    
      | Always available |  
      | These commands are
        always available in every mode |  
      | Main category | Shortcut | Function | More 
          info / tips / description |   
      |  | 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 |  |   
      |  | Insert | Toggle 
          select culled | Toggle on/off the ability to select the polygons from their 
        "backside" (culled). |     
    
  
     
      | Camera Mode |  
      | Camera mode allows you
        to move around in the scene. The cursor movement is limited to the scene
        view and all menu functions are disabled. Camera mode is a "super mode"
        which in most cases allows you to temporarily enter the mode and return
        back to what you were doing. For instance, you can start drawing a new
        mesh, enter camera mode and move around, then go back to F3 mode (either
        with Space or F3) and carry on the drawing. This works also with other
        commands like selecting operands for Booleans, grouping, exit drawing
        and selecting. |  
      | Main category | Shortcut | Function | More 
          info / tips / description |   
      |  | Space | Toggle Camera mode on and off | Pressing Space toggles you between the mode you were in before and
        camera mode. You can move around only in the camera mode. The cursor
        indicates the camera mode with a corresponding symbol. You can also
        press Function keys to directly access other modes or also Esc to return
        to the mode you were in before. |  
      |  | Ctrl | Spin around geometry | When in Camera mode, you can take
        the cursor above some geometry and keep Ctrl pressed. This changes the
        camera to operate in "Around mode" and you can spin around the
        geometry. See below. |  
      |  | LMBCtrl+LMB
 | Look 
          around | Keep 
          pressed and move the mouse to look around (turn the camera).  In around mode (Ctrl) the camera revolves horizontally around the selected
        polygon. |  
      |  | RMBCtrl+LMB
 | Zoom | Keep 
          pressed and move the mouse back and forth. In around mode (Ctrl) revolves the 
          camera vertically around the selected polygon |  
      |  | MMB | Strafe | Keep MMB pressed to move around on the view plane i.e. "strafe" |  
      |  | Shift | Strafe | Keep 
          shift pressed to move around on the view plane i.e. "strafe" |    
    
  
    
      | Build Mode (F3) |  
      | In Build Mode you can
        create new meshes and keypoints or place prefabs. |   
      | 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. Note: In MaxED2, you can
        temporarily enter the look mode to move around. Press space while
        drawing, move around, press space again and continue the drawing of the
        mesh in the new location. |   
      |  | 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. |  
      |  | Shift+RMB | Create 
          polygon out of mesh shape | Note: Polygons can’t be Booleaned. |  
      |  | Del |   | Delete 
          last vertex placement (during polygon shape draw) |   
      |  | N | New entity  | A list 
          of possible keypoints is presented and it will appear to place on the
        grid that was pointed when the command was initiated. |  
      |  | A | Align 
          grid to edge (projected) | Unlike "normal align" in F4 mode, this align does not
        change the grid plane, but only moves the origin and possibly rotates
        the grid plane. The red (selected) edge shows a white tick mark on the other (closer)
        end. The origin of the grid is moved to the projection of the tick. The
        X axis of the grid is turned so that is aligned to the projection of the
        selected edge. |   
      |  | Shift+A | Align 
          grid to edge (crossing) | Unlike "normal align" in F4 mode, this align does not
        change the grid plane, but only moves the origin and does not rotate the
        grid plane. The origin of the grid is moved so that it crosses the selected edge
        (if they do not cross, the edge is considered infinitely long) |  
      |  | 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. |  
      |  | P | Place Prefab | Reveals the prefab manager where you can see the list of current
        prefabs in the scene. You can select the prefab that you want to be
        pasted. Previously placed is already selected. The prefab manager also allows you to add new prefabs to the scene,
        remove them from the scene or turn on a locator icon to see where some
        prefabs are currently used. If you select close, you can exit the prefab
        manager without placing a new prefab (handy if you only want to locate
        them).  |  
      |  | Shift+P | Place Prefab Aligned | Similar to command above, but uses grid to orientate the prefab. |  
      |  | C | Move Grid to Mouse | Moves grid origin to the closest grid point of the mouse cursor in steps
        of the current grid unit. |  
      |  |   | Reset Camera | Moves camera to the default
        position |  
      |  |   | Show Engine Statistics | Prints some statistics to
        the output window |  
      |  | B | Edit FSM | Allows to edit the dynamic object
        under the cursor. See F5 mode for details. |  
      |  | V | Toggle auto select children | Allows you to toggle "auto
        select children" mode on and off. |   
      |  |   | Show selected entity | Reveals the pointed entity in the
        hierarchy. TIP: use Shift-Click on the object in F5 mode to do the
        same. |    
    
  
    
      | Polygon Mode (F4) |  
      | Polygon mode allows
        you to manipulate polygons of the meshes created with F3 mode. |  
      | Group | Shortcut | Function | More 
          info / tips / description |   
      | Move/Rotate Polygon: | UC / 
          DC | Move 
          selected face up/down one current grid unit | 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) if
        you think that the face should move still and it does not. |   
      |  | LC / 
          RC | Rotate 
          face around selected edge | Note: the amount of rotation is the current rotation step (use
        Shift-num+ and num- to change and preferences to set the steps. Tip: 
          Try a smaller grid unit or fix the mesh before rotating a face (F5/F)
        if you think that the face should rotate still and it does not. |   
      |  | RMB | Skew 
          selected face | Works 
          around the edge marked as red in steps of the current rotation amount
        (see above). |   
      |  | LMB | Move 
          selected face | The selected face moves in steps
        of a current grid unit, see above |  
      | Main: | Ctrl+F | Flip Normals |  Point one face, press Ctrl+F and the whole mesh normals will be flipped. 
          Usually rooms should have their polygons pointing inwards and everything 
          else outwards. |  
      |   | 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 | All the other polygons except the
        selected one of the current mesh will be deleted. |   
      |  | A | Align 
          Grid To Selected Face | Align grid to selected face. Use Shift-A when possible. |   
      |  | Shift+A | Align 
          Grid To Selected Face in WCS | Align grid to selected face in World Coordinate System. Will place
        the grid to closest 90 degree angle and the grid plane to closest
        current grid unit step
        away from the world origin. |   
      |  | S | Split Active Polygon by Grid | Place 
          the grid so that its plane crosses the polygon from the desired split
        location, hover over the polygon and press S. Note:  Split
        generates redundant vertices, fixing the object is recommended (F5/F). |  
      |  | J | Join polygons | You can 
          join planar adjacent polygons by pointing polygon1  pressing J  clicking 
          polygon2. Note:  Join generates redundant vertices, fixing the
        object is recommended (F5/F). |   
      |  | 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 into two
        objects. |  
      | Rotate Grid by 90 Degrees: | 4 | Around X-axis | Rotates grid in 90 degree steps around the grid origin. |  
      |  | 5 | Around Y-axis |   |  
      |  | 6 | Around Z-axis |   |  
      | Main: | L | Locate 
          polygon | 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. |   
      |  | Enter | Portal properties | Select 
          show exits (Portals) from the view menu, point an exit and press
        return to see Portal polygon properties. Note:  Portal is two sided and both sides have separate names. |  
      |  | Shift+C | Copy Portal Name | Select 
          show exits from the view menu, point an exit and press Shift-C to copy
        the fully qualified name of the portal to the clipboard. Helps you to do
        FSM scripts and paste the name to the scripting interface. |  
      |  |   | Reset Camera | Takes the camera to the initial starting point looking at the world
        origin. |  
      |  |   | Show Engine Statistics | Prints some statistics to
        the output window |  
      |  | B | Edit FSM | Allows to edit the dynamic object
        under the cursor. See F5 mode for details. |  
      |  | V | Toggle auto select children | Allows you to toggle "auto
        select children" mode on and off. Makes little difference in F4 mode, unless you click
        items directly from the hierarchy. See more details about this command
        under F5 mode. |  
      |  |   | Show selected entity | Reveals the pointed entity in the
        hierarchy. TIP: use Shift-Click on the object in F5 mode to do the
        same. |     
    
  
    
      | Object Mode (F5) |  
      | Object mode is the
        most feature-rich and most used mode in MaxED. You manipulate all
        objects (meshes, keypoints, triggers etc.) and dynamic content scripting
        (FSMs) in F5 mode. |  
      | Group | Shortcut | Function | More 
          info / tips / description |  
      |   | LMB | Select | Select current object, drop others from selection. If the hierarchy
        mode is on, all children of the object will be selected too. If
        hierarchy mode is off, only current object will be selected (Use V to
        toggle hierarchy on). |  
      |   | Ctrl+LMB | Select many | Add or remove current object from selection. If the hierarchy mode is
        on, all children of the object will be selected or dropped from
        selection. If hierarchy mode is off, only current object will be
        selected/deselected (Use V to toggle hierarchy on/off). |  
      | Move Selection: | LMB drag | Move 
          selected object/group along grid | Note: For animated objects MaxEd2 by default moves the whole
        object. Toggle animate mode on (press N and red framing indicating
        animate mode will appear) to move only current keyframe. |  
      |  | RMB drag | Move 
          selected object/group up/down |  |  
      |  | UC / 
          DC / LC / RC | Move 
          selected object/group along grid |  |  
      |  | PgUp/PgDn | Move 
          selected object/group up/down |  |  
      |  | 1 | Around X-axis | Rotates selection around X axis in steps of current angle snap value
        (use Shift+Num+ and Num- to cycle through angle snap values). By default
        around the selected vertex, Use "A" to toggle to rotation
        around pivot point.  |  
      |  | 2 | Around Y-axis |  See above |  
      |  | 3 | Around Z-axis |  See above |  
      |  | Shift+1 | Around X-axis | Rotates around the center point of the bounding box of the selection,
        in other ways functionality similar to normal rotation. |  
      |  | Shift+2 | Around Y-axis |  See above |  
      |  | Shift+3 | Around Z-axis |  See above |  
      | Rotate 90 Degrees: | 4 | Around X-axis | Rotates selected objects 90 degrees around X axis of selected vertex
        (vertex mode) or pivot point (pivot mode). |  
      |  | 5 | Around Y-axis |  See above |  
      |  | 6 | Around Z-axis |  See above |  
      | Hiding: | H | Hide Selection | Select 
          the items that you want to hide and press H. |  
      |  | Shift+H | Unhide Selection | Whether you have some hidden objects selected or you have
        picked them from the hierarchy, this will unhide them |  
      |  |   | Hide Children | Hides the children of the topmost selected item(s). |  
      |  |   | Unhide Children | Unhides the children of the topmost selected item(s). |  
      |  | Ctrl+H | Inverse 
          hide | Select 
          the items that you do not want to be hidden and press Ctrl+H to hide
        all the rest. |  
      |  | Ctrl+Shift+H | Unhide 
          last | Unhides the last hidden
        selection |  
      | Grouping: | G | Group Selected | Select child(ren), press G, select parent |  
      |  | Ctrl+G | Lift Children | Select 
          parent and the children will be lift (ungrouped) |  
      |  | Shift+G | Lift This | A single 
          child will be lift (moving up in the hierarchy) |  
      |  | E | Autogroup | Keep mouse over room mesh, press E to auto-group all top-level objects in 
          its volume to the room. |  
      |  | Ctrl+E | Autogroup All | The same 
          as above, but applies to every room. |  
      | Mesh Manipulation: | Q | Align Objects | Should align pointed faces of
        objects to the same plane. Current iplementation questionable, not recommended for
        frequent use. |  
      |  | C | Scale Selected Objects | A dialog 
          is presented allowing you to do uniform or non-uniform scaling. The scaling reference point is the vertex
        or the pivot that was active when you pressed "C". |  
      |  | F | Fix Object |  Forces a kind of "rethink" or "weld" over the selected objects, which removes redundant vertexes, builds 
          necessary T-vertexes and checks mesh integrity. Many operations that
        affect geometry do this automatically, but sometimes bad geometry
        (mainly in terms of the physics engine) is produced and applying this
        function manually is needed. |  
      |  | P | Set Pivot | Align 
          the grid and move it in F12 mode to get the grid center in to the correct 
          place. Press P to place the Pivot point of the selected object to that
        place. |  
      |  | T | Texturize Objects | Similar 
          to F6/T, except affects all polygons on all selected meshes. |  
      |  | Ctrl+T | Texturize Objects in Default Scale | Similar 
          to F6/Ctrl+T, except affects all polygons on all selected meshes. |  
      | Booleans: | U | Union | 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). All Boolean operations require that 
          both of the objects have their faces pointing the same way (use F4/Ctrl+F 
          to flip). Unlike MaxED1, the objects are free of hierarchy
        limitations. |  
      |  | S |  
          Subtract | Select 
          first object, press S, select second. If the objects overlap, the second 
          object volume is removed from the first object |  
      |  | I |  
          Intersect | Select 
          first object, press I, select second object. The result is the intersection 
          of the objects (they must overlap). |  
      |  | J | Join | 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. |  
      | Dynamic and FSM: | Tab | Keyframe dialog | 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. NOTE:  |  
      |  | Shift+Tab | Animation dialog | 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. |  
      |  | Ctrl+F | FSM State Manager | TODO |  
      | Lighting: | Shift+K | Set Lightmap Resolution | Sets the resolutions of all the lightmaps on all the 
          selected objects. |  
      |  |  | Set Lightmap Resolution 
          by normal | Similar 
          to above, but sets the resolutions by polygon normal. First asks the 
          desired resolution for polygons that point UP (floors) and other
        general parameters. SIDE (walls) the ones pointing DOWN (ceilings) use
        the same parameters, except you can give the texels per meter for each
        dirrection. This is a handy 
          feature as often you need more resolution on the floor, a little less 
          on walls and the least on ceilings.. |  
      |  |   | Get Pointlight Colors from Normals. | Redundant |  
      |  | Shift-L | Assign Default Light Source on Polygons | Usually when assigning a light source, you get the dialog asking the
        color and intensity and also a chance to make those your default values.
        By selecting objects and pressing Shift-L, you can assign those default
        values on all of the polygons on selected objects directly. |  
      |  | L | Assign Light Source on Polygons |  Every polygon on the selected meshes will be a assigned a
        light source using the values you define in the dialog. See F6/L for more details about lights
        in MaxED2 Note: Unlike MaxED1, the light sources are objects and
        can not be "deleted" by making them black. Delete lights
        either by removing them from the hierarchy or by pressing Ctrl-L (see
        below). |  
      |  | Ctrl-L | Remove Light Source from Polygons | Will remove all light sources from all the polygons that have them in
        the selection. |  
      |  |   | Add Light Layer on Lightmaps | Redundant |  
      | Prefab: |   | Refresh This | Refreshes the selected prefab with the latest version
        saved to disk. Lightmaps on refreshed prefabs are lost.
       |  
      |  |   | Refresh This Type | Same as above but refreshes all the prefabs of the selected prefabs
        type with the latest version saved to the disk.. Lightmaps on refreshed
        prefabs are lost. |  
      |  |   | Change This | Pops up a list of all the prefabs currently in the level, asks you to
        choose what prefab the selected prefab should be replaced with. |  
      |  |   | Change This Type | Same as above, but replaces all the prefabs of the selected prefabs
        type. |  
      |  | R | Edit Master | Refreshes the prefab from disk and opens it for editing. |  
      |  | Shift-R | Edit This | Same as above but does not refresh the prefab from disk first. If you
        use same prefabs over several level files, it is usually better to use
        "Edit Master" command so that older versions of the prefab
        won't keep coming back. |  
      |  | Ctrl-R | Save and Refresh | Closes the prefab, saves it to disk, and refreshes all prefabs of
        that type in the level. Lightmaps on refreshed prefabs are lost. |  
      |  |   | Save As | Closes the prefab and prompts for a new name and location to save in. |  
      |  |   | Select All of This Type | Selects all the prefabs of the selected prefabs type |  
      |  |   | Remove Prefab | Removes the prefab parent and makes the selected prefab become normal
        geometry with no special prefab functionality. You can reach the same
        goal by turning off the hierarchy mode and deleting the prefab parent of
        an opened prefab manually.  |  
      | Main: |    | Edit Pivot Only Toggle | Redundant |  
      |  | N | Animate Toggle | In MaxED2 by default moving/rotating any objects with keyframes moves
        and rotates all keyframes. If you need to move/rotate single keyframe,
        you need to enter the Animate mode which is showed with red frame over
        the scene view. Be careful: remember always to go to animate mode to
        animate and to come back to do ordinary editing.  |  
      |  | W | Toggle Local/Grid coordinate rotation | Rotation is by default done in
        Grid space. If you want to do rotation in world space, press F12//R to
        reset the grid to world origin. Local rotation is the original object
        space. |  
      |  | A | Toggle 
          Vertex/Pivot rotation | Rotation 
          works around the selected vertex by default. If you toggle Picot
        rotation on, the object is rotated around the current object's pivot
        point. Dynamic objects are mostly 
          and keypoints only rotated around their pivot point. |  
      |  | D | Make Selection Dynamic | 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. |  
      |  | Ctrl+D | Make Selection Trigger | You can make meshes into triggers with this. See tutorials for more
        information. |  
      |  | Shift+D | Make Selection Static | Will make selection static object and lose it's FSM and all messages
        from or to it. |  
      |  | Del | Delete Selection | Only 
          the object that is active (under mouse cursor) gets deleted. The possible 
          children get lifted |  
      |  | M | Mirror Selection | Affects 
          selected object or group and uses current grid plane as the mirror |  
      |  | Ctrl-Shift-E | Export Selection to the Game | Select 
          a set of rooms objects and export them to framework. Note: there 
          has to be at least one jumppoint for player placement. |  
      |  |  | Goto Node | Will move the camera so that the selection is in the middle of the
        screen and fit to view. |  
      |  | Ctrl+A | Select 
          all | Select 
          all visible objects. Hidden rooms/objects are not selected. |  
      |   | Esc | Clear Selection | Press 
          Esc to clear the selection |  
      |  | Return | Properties | Object Properties. See tutorials for further information about
        properties. |  
      |  | Shift+C | Copy Entity Name | Will place the full name of the selected object to the clipboard as
        text. Very handy when doing scripting and picking the objects for it. |  
      |  | Z | Show Selected Entity in Hierarchy | Should reveal the selected entity in hierarchy. Shift-clicking to
        object in scene view is recommended. |  
      |  |   | Generate Cubic Reflection Map | Can be used to create cubic reflection maps to metallic and similar
        reflective objects. |  
      |  | Y | Split Object | The selected object will be split into two with the grid plane. The
        sliced surfaces will be textured with the current material. This functionality
        is reached by "scripting" some Boolean operations to the
        object. All Boolean related issues are present (see tutorials and the
        actual Boolean operations for more information). |  
      |  |   | Reset Camera | Takes the camera to the initial starting point looking at the world
        origin. |  
      |  |   | Show Engine Statistics | Prints some statistics to
        the output window |  
      |  | B | Edit FSM | 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.
        See tutorials for more information. |  
      |  | V | Toggle auto select children | Allows you to toggle "auto
        select children" mode on and off. |  
      |  |   | Show selected entity | Reveals the pointed entity in the
        hierarchy. Tip: use Shift-Click on the object to do the same. |     
    
  
    
      | Texture Mode (F6) |  
      | Texture mode is used
        to manipulate textures and other surface properties. |  
      | Group | Shortcut | Function | More 
          info / tips / description |  
      |   | 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 |  
      |  | RMB+1 | Axis 
          lock U | Lock U axis when moving |  
      |  | RMB+2 | Axis 
          lock V | Lock V 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. |  
      |  | Tab+RMB+1 | Axis scale lock U | Lock U 
          axis when scaling |  
      |  | Tab+RMB+2 | Axis scale 
          lock V | Lock V 
          axis when scaling |  
      |  | Alt+Tab+RMB | Scale 
          texture with aspect ratio | Preserve current proportions when
        scaling |  
      |  | Z+RMB | Rotate 
          texture | Rotate 
          texture freely |  
      |  | Z+Shift+RMB | Rotate 
          texture in angle steps | Rotate 
          texture in current angle steps (use Shift+Num+ and - to cycle through
        angles) |  
      |   | Ctrl+LMB | Apply 
          texture in default size | Apply 
          active material (texture) to current polygon by using the current
        default size of the texture. The ticked vertex will stay in place and
        texture UV's will change in relation to that. |  
      | Move Texture: | 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). |  
      |  | PgUp | Rotate 
          90 degrees CW |  |  
      |  | PgDn | Rotate 
          90 degrees CCW |  |  
      |  | Shift+K | Set Lightmap Resolution | Sets the resolutions of all the lightmaps on all the 
          selected objects. |  
      | Lighting: | Shift+L | Assign Default Light | Usually when assigning a light source, you get the dialog asking the
        color and intensity and also a chance to make those your default values.
        By selecting objects and pressing Shift-L, you can assign those default
        values on all of the polygons on selected objects directly. |  
      |  | L | Assign Light Source |  Every polygon on the selected meshes will be a assigned a
        light source using the values you define in the dialog. See F6/L for more details about lights
        in MaxED2 Note: Unlike MaxED1, the light sources are objects and
        can not be "deleted" by making them black. Delete lights
        either by removing them from the hierarchy or by pressing Ctrl-L (see
        below). |  
      |  | Ctrl-L | Remove Light Source | Will remove all light sources from all the polygons that have them in
        the selection. |  
      |  | K | Set Lightmap Resolution | Select 
          polygon, press K to reveal the lightmap dialog. You can set the
        resolution and see what kind of lightmap will be resulted on the current
        polygon (lightmaps are always in powers of 2 and the closest value is
        inserted). You can select how the reset lightmap will be treated. By default, MaxED
        rescales the current ones and will render correct ones the next time the scene is rendered. You can also use solid color or classic 
          gray/white checkerboard to indicate unrendered lightmaps. Solid colors
        can be handy when you want to reach some effect with lightmaps. For
        instance, setting 128, 128, 128 as the lightmap color will result into
        unmodified texture colors. If you want to see this in game and survive
        rendering unchanged, you need to lock the lightmap with object
        properties or polygroups. Note: The lightmap is another layer of 
          texturing on most of the polygons in MaxED. These lightmaps have to 
          be rendered. Lightmaps can brighten and darken the texture. |  
      |  |   | Add Light Layer on Lightmaps | Redundant |  
      | Main: | U | Scale Texture Numerically | Show 
          numerical texture tiling dialog of the current polygon. You can set the UV tiling
        in relation to current polygon or define absolute size in meters. If you select "Set as default" the selected 
          tiling will be set as the default size of current material. Selecting
        "Lock Aspect Ratio" will make the texture maintain its
        current  |  
      |  | X | Flip U | The edge 
          which is closest to the cursor is used as a reference |  
      |  | Y | Flip V | The edge 
          which is closest to the cursor is used as a reference |  
      |  | A | Align Grid to Texture  | The grid is aligned to the polygon and the rotation and placement is
        taken from the UV of the texture. |  
      |  | T | Texturize 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 | Texturize Mesh with Default Scale | 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 |  
      |  | 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 Texture to Edge | Aligns 
          textures U direction to the active edge, set the scale to default. |  
      |  | N | Planar Map Mode Toggle | A polygroup has to be selected in the hierarchy in F6 mode. Press N to enter
        planar mapping mode. You can now use all normal mapping commands (rotation, 
          moving etc). The reference plane for planar mapping is the normal of 
          the selected polygon and those texture coordinates are cast to all
        polygons in the polygroup. You can also select several polygroups to map
        over them simultaneously. |  
      |  | J | Join Polygons | You can 
          join planar adjacent polygons by pointing polygon1  pressing J  clicking 
          polygon2. |  
      |  | Alt+Enter | Material Properties | Sets the material from selected polygon as current material and
        reveals the material properties window. |  
      |  |   | Reset Camera | Takes the camera to the initial starting point looking at the world
        origin. |  
      |  |   | Show Engine Statistics | Prints some statistics to
        the output window |  
      |  | B | Edit FSM | 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.
        See tutorials for more information. |  
      |  | V | Toggle auto select children | Allows you to toggle "auto
        select children" mode on and off. |  
      |  |   | Show selected entity | Reveals the pointed entity in the
        hierarchy. Tip: use Shift-Click on the object to do the same. |     
    
  
    
      | Portal Mode (F7) |  
      | Portal mode is used to
        create portals aka. exits, which are mostly used to divide the level
        into rooms and sections and to optimize the drawing during the game play
        and editing. |  
      | Group | Shortcut | Function | More 
          info / tips / description |   
      |  | LMB | Draw Portal Polygon | Align grid in F4 mode so that it is placed on the desired
        "doorway" of the rooms (polygons pointing inwards). Draw exit
        clockwise pointing the edges that cross the grid plane. |   
      |  | RMB | Accept 
          creation | If exit placement was
        correct, the exit is created. A weld value is asked, as the rooms are
        welded (F5/F). Use numpad 0 toggle exit drawing on and off from the
        display filter. |  
      |  | Del |   | Delete last vertex placement
        during drawing. |  
      |  | Enter | Show Portal Properties | Hover over a exit polygon and
        press enter to see its properties and name. You can also do this in
        polygon edit mode (F4). |   
      |  |   | Delete Exit | To remove an exit polygon, you can
        do like with any polygons. Go to F4 mode, hover over the exit polygon
        and press delete. |     
    
  
    
      | Grid Mode (F12) |  
      | Grid mode
        is used for some additional grid manipulation |  
      | Group | Shortcut | Function | More 
          info / tips / description |   
      |  | LMB | Move grid around on it's current plane |  |   
      |  | RMB | Raise/Lower grid by grid units |  |  
      |  | LMB+1 | Rotate Grid around X | Rotate Grid around
        world origin in steps of the current angle snap (Use Shift+Numpad + and
        - to change). |  
      |  | LMB+2 | Rotate Grid around Y |  |  
      |  | LMB+3 | Rotate Grid around Z |  |   
      | Move Grid: |  LC / RC/ UC / 
          DC | Left Right Forward Backward | Move 
          grid around on it's current plane |   
      |  | PgUp/PgDn | Up Down | Raise/Lower 
          grid by grid units |  
      | Rotate Grid: | 4 5 6 | Around X, Y and Z axis | Rotate 
          grid around the origin in 90 degree steps |  
      |  | R | Reset Grid | Grid is placed to its
        default world origin position. |   
      |  | C | Move Grid to mouse | The grid plane is
        moved so that the origin is placed as close as possible to the mouse
        cursor in current grid unit steps. |  3.    Material Properties
  
  
    
      | Material Properties (Atl+Enter) |  
      | Material
        properties can be accessed either with Alt+Enter on the current material
        or by double-clicking the material or from RMB menu for each material, |  
      | Function | Explanation |  
      | Name | Texture (bitmap or the diffuse texture) name and path.  |  
      | Dualsided | Toggles if the texture will be rendered dualsided. |  
      | Adult Content | Toggles adult content flag on for textures that contain material that
        you want to consider as adult content. |  
      | Name | Name and path. If you want to make animated texture, you can select
        several same sized and format files from the browse dialog |  
      | Default width | The current default width |  
      | Default height | The current default height |  
      | UI Visible Frame | If texture is animated, which frame is shown in the editor |  
      | Framerate | Controls the framerate on animated textures |  
      | Normal | Texture is considered as normal diffuse texture |  
      | Alpha compare | Texture is considered as an alpha texture (alpha compare) and the
        alpha channel of the DDS will be used as alpha map (Texture must be in
        DXT3 or DXT5 format). |  
      | Edge Blend | If the texture is alpha compare, this will imitate normal alpha
        blended appearance. If Edge blend is off, the texture will have a sharp
        one value point where it will turn transparent/opaque (binary alpha). |  
      | Reference value | Value 0-255 that controls the alpha compare threshold value. |  
      | Alpha Blend | Traditional alpha blend (Texture must be in DXT3 or DXT5 format). |  
      | Additive | Enable additive blending (possible alpha channel will be discarded) |  
      | With detail texture | The detail texture can only be enabled for normal (non-alpha)
        textures. It will use selected  detail texture (name and scale
        adjustable). |  
      | Reflection | Will use reflection map (name and path). You can use both regular
        square textures or cubic reflection maps in DDS format. |  
      | Gloss | The reflection strength is controlled by a gloss map (name and path) |  
      | Light Layer Texture | Redundant |  4.    Material Palette
    
  
    
      | Material palette |  
      | These
        commands are available from the Right-Click menu on texture palette
        materials. |  
      | Group | Shortcut | Function | More 
          info / tips / description |  
      |  | Alt+Enter | Properties | Shows the material properties window for selected texture. |  
      |  |  | View as list | Add a 
          new material category |  
      |  |  | View as Thumbnails | Add a 
          new material category |  
      |  |  | Insert Bitmaps | Insert new materials into this file. MaxED can use JPEG (full color),
        but DDS is strongly recommended. |  
      |  |  | Insert Materials from File | Import all materials from another LV2 file into this one. |  
      |  |  | Delete | Delete selected material. If the material is in use, those polygons
        will get the default material. |  
      |  |  | Refresh Material | Reloads the material's diffuse bitmaps, if the files can be found
        from their original paths. |  
      |  |  | Reset Scalings | Resets the materials UV default scaling |  
      |  |  | Copy Diffuse to Clipboard | Copy the material's primary diffuse bitmap to the clipboard |  
      |  |  | Memorize | Memorize this material. |  
      |  |  | Replace with | If other material has been "memorized", replace this
        material with that one in the scene. Remeber, that if prefabs contain
        materials that are replaced, they are opened, materials fixed and closed
        again to keep in sync with the scene. Lightmaps of the prefabs are lost
        in this process. |  
      |  |  | Locate / Remove location aid | Show/Hide location marker for polygons mapped with this material. |   
      |  |  | Add category | Add a 
          new material category |  
      |  |  | Move to category | Move 
          the material into another category |  
      |  |  | Copy to category | Insert 
          a copy of the material into another category |  
      |  |  | Merge category | Move the materials in the current active category into another. |   
      |  |  | Remove category | Remove 
          an existing material category. The category must be empty. |  
      |  |  | Refresh all materials | Find 
          the source textures for all materials and update them if found |   
      |  |  | Purge unused materials | Delete 
          all materials not used by any polygons |  5.    Hierarchy Palette
    
  
    
      | Hierarchy palette |  
      | These
        commands are available from the right-clicking items on the hierarchy
        palette. |  
      | Group | Shortcut | Function | More 
          info / tips / description |  
      |  | Enter | Properties | Displays 
          the property page for the object |  
      |  | B | Edit FSM | Reveal FSM manager for the current object. |  
      |  | Shift+B | Edit Player FSM | Reveal FSM manager for the player object. |  
      | Hiding: | H | Hide Selection | Select 
          the items that you want to hide and press H. |  
      |  | Shift+H | Unhide Selection | Whether you have some hidden objects selected or you have
        picked them from the hierarchy, this will unhide them |  
      |  |   | Hide Children | Hides the children of the topmost selected item(s). |  
      |  |   | Unhide Children | Unhides the children of the topmost selected item(s). |  
      |  |  | Unhide 
          all | Unhides 
          all objects in the scene |  
      |  | Ctrl+H | Inverse 
          hide | Select 
          the items that you do not want to be hidden and press Ctrl+H to hide
        all the rest. |  
      |  |  | Goto Node | Will move the camera so that the selection is in the middle of the
        screen and fit to view. |  
      |  | F2 | Rename | Change the objects name |   
      |  | Del | Delete Selection | Delete the current selection |  
      |   | Esc | Clear Selection | Press 
          Esc to clear the selection |  
      |  |  | Add polygroup | Add a polygroup to the mesh. A polygroup is a method to mark a group
        of polygons (go to to polygroup properties to adjust different
        properties). You need polygroups for instance to lock lightmaps 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 blue translucent
        highlight. Note: 
        a polygroup accepts polygons only from the parent object. |  
      |  |  | Duplicate Polygroup | Duplicates polygroup |  
      |  |  | View Local Matrix | Shows the matrix of current objects. Sometimes necessary for
        debugging purposes and syncing objects with other 3D software. |  6. Object Properties
    
  
    
      | Object properties |  
      | All
        objects (items that appear in the hierarchy) have a selection of
        properties which you can use to control various features. Different
        object types have different properties. You can usually enter object
        properties from the hierarchy menu (double click or RMB/Properties) or
        or by pointing the object (or portal) in the scene and pressing
        Enter/Return. |   
      | General (Mesh) |  |   
      | Name | Objects name |   
      | Hidden | Toggles if the object is currently hidden (F5/H) |   
      | Exclude from Game | Toggles if the object will be present in the light calculation, but
        excluded from the game. Good way to make for instance "dummy
        lights" that light up the scene but are not visible in the game. |   
      | Exclude from Lighting | Toggles if the object will be included in the lighting calculation.
        For instance, sometimes you might want to leave some objects that you
        might require later in to the scene, but do not want them to bother
        normal development. Hiding and excluding the object from lighting and
        game will make the object virtually go away, yet accessible later. |   
      | Enable Export Regrouping |  By default, all objects in MaxEd are grouped where you group
        them (usually in the rooms that they are in). Sometimes you will have
        objects (some parts of prefabs for instance) that might be visible in
        two rooms. For these parts to be drawn correctly in the engine, you may
        toggle Enable Export Regrouping on, and they will be automatically
        grouped to correct rooms during the export process. For example, you
        have constructed a fancy automatic door with opening buttons on both
        sides of the wall and made this into a prefab. When the door prefab is
        grouped to the other room, the part of the prefab (the opening button)
        that is in the other room will not work correctly, unless Enable Export
        Regrouping is turned on. |   
      | Gameplay Critical | Toggles if the object is considered gameplay critical. You can make
        exporting very fast by selecting only those objects that you want to
        test as gameplay critical and use the "export gameplay
        critical" functionality in the file menu. Very handy when testing
        repeatedly some scripted scenario for instance. |  
      | GIS (Mesh) |  |  
      | Cast No Shadows | Toggles if the object will cast any shadows during GIS rendering.
        Very useful for instance with dynamic objects, which should have
        lighting on themselves, but should not leave a shadow where they are
        rendered, as they are about to move around. |  
      | Ray Tracing | Toggles different kind of GIS solution on the object. Will use Ray
        Tracing method, which is somewhat slower than standard rendering, but
        usually produces less artifacts especially on objects that are not very
        orthogonal. For instance, you plan to collapse a wall. During rendering
        it is still standing, but you have cut it into small uneven pieces that
        will be spread around when it is collapsed. If rendered with traditional
        GIS, the seams of the pieces are likely to be visible and Ray Tracing is
        recommended. |  
      | Physics (Mesh) |  |  
      | Collisions | Toggles all collisions off. If the selection contains multiple
        objects or object has children, they may still have some of their
        collisions on (the collisions below may be in indifferent state). |  
      | Bullet Collisions |  Toggles specifically bullet collisions off |  
      | Character Collisions |  Toggles specifically character (player, enemies) collisions
        off. |  
      | Generate Bounding Box Hull | If checked, the exporter will generate a bounding box hull to be used
        as collision geometry. |  
      | Visuals (Mesh) |  |   
      | Do Not Render | Toggles if the object will be rendered in the game. If it is not
        rendered, all other properties of the object will still remain, like
        collisions and scripting. |  
      | Dynamic Objects (Mesh) | In addition to
        other properties of a mesh |  
      | Block Explosions | If checked, the DO will block damage from explosions; otherwise the
        explosion will cause damage to receiver even when the receiver is in
        cover behind the DO. Should be off for tiny objects and on for objects
        that are large enough for cover. |  
      | Generate Convex Hull | If checked the exporter will generate a convex hull to be used as
        collision geometry. |  
      | Elevator | Turn this on if the DO is used as an elevator. It changes the DO
        behavior slightly against the collision capsules of the characters when
        the DO is moving in scripted animation in straight vertical line. |  
      | Physical Material | If the DO is released to physics with DO_EnablePhysics, this is what
        physical properties the object will have (weight, sounds) |  
      | Use lightmaps | If turned on, the object will use lightmaps for lighting, otherwise
        dynamic lighting is used. |  
      | Pointlights Affect | Toggles if the pointlights in the scene will affect the object. |  
      | No decals | If on, the DO will not receive any decals (bullet hit marks etc) |  
      | Continuous update | If on, the object will be updated all the time, meaning it will
        animate even when the player is on the other side of the map. This
        should be on for most objects that use scripted animations. The
        exceptions are objects that animate constantly but wouldn't need to when
        they aren't visible, like rotating fans and such. |  
      | Room |  |  
      | Sound Environment | Selects the acoustic properties (echo etc.) for a room. |  
      | Polygon Group |  |  
      | Number of Polygons | The amount of polygons currently in the group. |  
      | Smooth Lightmaps | Calculate 
          smooth lighting for the polygons in the group (imitates a round
        surface). Will use Ray Trace method to achieve this (little slower). |  
      | Freeze Lightmaps | The light 
          maps in the polygons will not be affected by GIS any more and their
        current lighting is "frozen". All events that would affect the
        lightmaps on these objects are ignored (set lightmap resolution and
        similar). |  
      | 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. |  
      | Ray Tracing | Toggles different kind of GIS solution on the polygons of the
        polygroup. Will use Ray Tracing method, which is somewhat slower than
        standard rendering, but usually produces less artifacts especially on
        objects that are not very orthogonal. |  
      | Max Edge | Controls the maximum edge length of smoothed geometry. |  
      | Max Angle | Controls the maximum angle value of smoothed geometry. |  
      | Portal |  |  
      | Ignore in GIS lighting | Will make the portal invisible to the GIS lighting. The rendering is
        done in larger chunks (somewhat slower) but there will be no visible
        seams caused by the lighting near this portal. |  
      | Always Closed | Sometimes it may be necessary to make a Portal for optimization
        reasons but it will not be ever seen by the player (it is covered by
        something or not accessible etc.). These portals may be closed
        permanently to optimize the level to maximum speed. |  
      | Dynamic Pointlight entity |  |  
      | Intensity | Intensity of the pointlight |  
      | Falloff | Falloff (the distance) where the light affects |  
      | Color | The color of the light |  
      | Trigger |  |  
      | Radius | The trigger radius |  
      | Player | Trigger will react to player touching it |  
      | Use | Trigger will react to player using it |  
      | Enemy | Trigger will react to enemy touching it |  
      | Bullet | Trigger will react to bullet touching it |  
      | Look At | Trigger will make player to look at it inside the radius |  
      | Visibility | Trigger is activated if it is seen in the player view |  
      | Enemy |  |  
      | Group | Which group the enemy belongs to |  
      | Skin | The appearance of the enemy (or NPC as well) |  
      | Activator's Use Animation | If the player "uses" this entity, what animation will be
        shown |  
      | Level Item |  |  
      | Type | The type of the level item |  
      | Prefab parent |  |  
      | Radius | The visual radius of the prefab parent (does only affect the parent's
        size so it is easier to see or does not cover a small prefab fully). |  
      | Flare |  |  
      | Name | The type of the flare. |  
      | Volume Lighting Box |  |  
      | Width | The width of the volume lighting box |  
      | Height | The height of the volume lighting box |  
      | Depth | The depth of the volume lighting box |  
      | Resolution | If a volume lighting box is present in a room, the volume lighting is
        only calculated on its area. This is handy with large spaces, where the
        player has limited access and it is wise to limit the volumetric
        lighting to optimize calculation speed and memory consumption. By
        default, the resolution of volumetric light is 1 meter. If any other
        resolution is required, this value controls it. |  7.    Document Preferences
    
  
    
      | Document Preferences |  
      | Document
        preferences are used to set different preferences that will be saved
        into the document file. |   
      | Renderer |  |   
      | Back plane | Distance 
          of back clipping plane |   
      | Front plane | Distance 
          of front clipping plane |  
      | FOV | The angle of FOV of the scene view |   
      | Connected Rooms | Redundant |   
      | Background Color | The color of background (emptiness) in the scene view |  
      | Modeling |  |  
      | Angle snap | List of possible values for angle snap (Shift+Num+ and Num-). Values
        use points for decimal separator and semicolon for separating different
        values. |  
      | Grid Scale Steps | List of possible values for grid scale (Num+ and Num- to change).
        Values use points for decimal separator and semicolon for separating
        different values. |  
      | Texturing |  |  
      | Default UV Scale | When a new texture is added to the scene, the initial default scale
        will be calculated from this value. With this value being 128, a 512x512
        texture will be 4x4 meters big. |  
      | Lightmap res | New geometry will use this value as the default lightmap resolution
        value |  
      | Radiosity |  |  
      | Default Light color | Redundant, use lights property dialog  to control the default
        light values |  
      | Default Light intensity | Redundant, use lights property dialog  to control the default
        light intensity. |  
      | Default Light color | Redundant, use lights property dialog  to control the default
        light color.  |  
      | Average lightmap border | When 
          set, an averaging scheme to calculate lighting for for the edge pixels
        of lightmaps is used. The calculation is less accurate, but takes also
        takes less time. This function is less meaningful with MaxEd2 than it
        was before, as the GIS calculation works differently than the previous
        lighting model. |   
      | Viewport size | The size of the viewport that the GIS lighting calculation will use.
        Large values take longer time but produce less noise in the lighting
        result. Values like 512 are good for final quality rendering. |  
      | Global lightmap res | To produce quick results you can generally drop the lightmap
        resolution of the scene lower. Using 50 % as a value here will
        temporarily halve the lightmap resolution in the level during GIS
        rendering,  |   
      | GIS MaxEnergyPerShoot | Important value that defines how many percent of light energy of a
        light source is cast per one shoot during GIS calculation. Smaller
        values produce more quality lighting but take more time. values like 20%
        are good for previews and some 5% can be used as a final rendering
        value. |  
      | GIS StopAtEnergy | Important value that defines how long the light is bouncing in the
        lighting calculation before it is considered as nonexisting. Smaller
        values produce more light in the dark areas and more even light but take
        longer to render. Values like 1 % are fine for tesing, values like 0.2%
        are good for final quality. |  
      | GIS Ignore Portals | When 
          set, the polygons of any object created in F3 will be flipped |  
      | Export |  |  
      | LDBExport parameters | Level export uses a separate executable for the actual exporting.
        Here you can enter some parameters for that executable similar to
        command line usage of the exporter. |  8.    MaxED Preferences
    
  
    
      | MaxED Preferences |  
      | MaxED
        (Local) preferences are used to set different preferences locally that
        each user will want to use and should not be moved with the document
        file. |  
      | Function | Explanation |  
      | Never Break Portals | When on, MaxED does not allow you to do geometry moving that would
        break portals. |  
      | Autosave interval | The document is autosaved every N minute to the MaxED program folder
        under Autosave subfolder. |   
      | Distance Hiding Offset | Separate objects (furniture and similar) are hidden in the editor
        when they are further than this value in meters. Defaults to 100 meters
        but typically you want it to be much bigger, if you are making large
        scenes. |  
      | Edge Thickness | This value is used as the virtual thickness of meshes in Booleans and
        similar. Should not be changed unless you want a lot of geometry
        trouble. |  
      | Indicate Outside Lightmap Texel | Will use code colors to indicate areas that are outside polygons in
        unrendered lightmaps. Meaningful mostly in debugging purposes. |  
      | Level Directory | The default directory for saving levels |  
      | Export Directory | The default directory for exporting |  
      | Import Directory | The default directory for importing |  
      | Texture Directory | The default directory for importing textures |  
      | Prefab Directory | The default directory for saving prefabs |  
      | Triangle Mesh Directory | The default directory for importing triangle meshes |  
      | SharedDBPath | Path 
          to Max Payne's shared database. Point to your Max Payne root folder, 
          e.g. "C:\Program Files\Max Payne”. Paths with white space in the 
          names need to be enclosed in double quotes. |  
      | Split Tolerance | Value that is used to consider meshes separate if they are further
        than this distance during split. Do not change. |  
      | Texture Increment | Redundant |  
      | Font Scale | The scale for font that is used to indicate object names and similar
        in the scene view. |  
      | Flip Faces After Mesh Creation | When on, meshes that are created will by default have their normals
        pointing outwards (boxlike). If off, they will point inwards (roomlike). |  
      | Save Map Statistics | Saves some statistical information |  
      | Minimum edge length | No need to change, used for debugging purposes. |  
      | Grid Color Major | The color that grid will use for every 10th (major) line |  
      | Grid Color Minor | The color that grid will use for basic lines. |  9.    Display Filter
    
  
    
      | Display filter (F1) |  
      | Display Filter
        can be used to select which types of
        entities they want to have displayed in the main view. Basically you set the flags on the objects you want to have displayed at a certain time.
        It also includes some other visualization options. |  
      | Function | Explanation |  
      | Rooms |  Flag to toggle room count optimization on, and count for setting the number of hops from the active room |  
      | Show BB |  To display the bounding boxes of the rooms that are optimized by the above setting |   
      | Static Objects |  To display static objects |  
      | No-Draw materials |  To display polygons of static objects that are using a no-draw
            material (such as "Dummy" or "CharacterCollisionNodraw") |  
      | Dynamic Objects |  To display dynamic objects |  
      | No-Draw materials |  To display polygons of dynamic objects that are using a no-draw material.
        Names and Types control the name and type text visibility. |  
      | Non-rendering objects |  To display objects with "Do not render" object property set. |  
      | Non-character-colliding objects |  To display objects without "Character Collisions" object property set |  
      | Non-bullet-colliding objects |  To display objects without "Bullet Collision" object property set |  
      | Non-exporting objects |  To display objects with "Exclude from Game" object property set |  
      | AI nodes |  To display the AI nodes |  
      | Keypoints  |  To display floating FSMs, Characters, Jumppoints, Waypoints, Level items and Flares.
        Names and Types control the name and type text visibility.  |  
      | Triggers  |  To display all types of triggers. Names and Types control the name
        and type text visibility. Types will basically display what propery flags the triggers have set (Player collision, Use, Enemy collision, Bullet collision, Look At, Visibility) |  
      | Pointlights  |  To display the pointlights, falloffs will show also the falloff with
        a wireframe mesh. |  
      | Exits  |  To display the portals. Names will reveal the names of the portals. |  
      | Radiosity Lights |  To visualize the radiosity light emitters. Spotlight Visualization
        will visualize the spotlight cones too. |  
      | Volume Lighting Boxes |  To display the volume lighting boxes (If there are volume lighting boxes in the rooms, they will get volume lighting calculated only inside the boxes. Otherwise the whole room gets volume lighting. Volume lighting is used to light the characters and selected
        DOs) |  
      | Gameplay-critical objects |  To display all the gameplay critical objects. (Gameplay critical objects are all the objects with any dynamic properties, all the rooms, and all the static objects and AI-nodes with with "Gameplay Critical" object property set. Basically this flag is used only when doing "File" -> "Export Selection Gameplay Critical", which means the game doesn't export all the static geometry nor all the AI nodes which aren't necessarily needed when testing some small things the levels, and the user can still include some objects to the gameplay critical export as well) |  
      | Non-gameplay-critical objects |  To display AI-nodes and static objects without "Gameplay Critical" object property set. This is a handy tool for selecting the critical ones you want to have included in the export. |  
      | Prefab Parent Nodes |  To display the prefab parent nodes. Prefab parents are also hidden when a prefab is not being edited, but this flag is handy when editing a prefab whose prefab parent node tends to get in the way.
        Names will display the prefab master names of the visible prefab parent nodes. That is, the name of the prefab as it is in the prefab list, NOT the name the instance has in the level hierarchy. |  
      | Make Ungrouped Red |  To display all the ungrouped objects with red bounding box. |  
      | Grid  |  To display the grid |  
      | Locator icons |  To display locator icons that are used for example when locating prefabs or materials from the level. |  
      | Lightmap density |  To display the lightmap densities with color codes. |  
      | Bounding Box Hulls |  To display a red wireframe bounding box for objects with "Generate Bounding Box Hull" object property set. This is used to view the orientation of the bounding box hull, as it is always oriented the same way as the pivot point of the object and may need re-orientation of the pivot point. Bounding Box Hulls can be used to quickly and easily simplify the "character collision" geometry, which is used for ragdolls and physical objects as well as living characters. Thus the object needs to be character colliding before this object property can be used. The bullet collisions are still performed against the exact visual geometry. |  |