Unreal Home | Search | Contact | Back

The Guide -> The Concepts -> Mapping Key Commands

 

Below is a list of commands which can be mapped to keys. Simply edit the USER.INI file and assign them to a key.

As of UnrealEd 2 you can also assgin them to user-defined buttons by adding the following to UNREALED.INI as follows:

[UserDefinedGroup]
NumButtons=1
Button0=Camera Move Mode,ModeCamera,MODE CAMERAMOVE

Each button has 3 parts, 1: Tooltip text, 2: Image filename, must be 30x30 BMP and in EditorRes directory, 3: Command

Changing Modes

MODE BRUSHCLIP Change to brush clipping mode
MODE BRUSHROTATE Changes to brush rotate mode
MODE BRUSHSCALE Changes to brush scaling mode
MODE BRUSHSHEER Changes to brush sheer mode
MODE BRUSHSNAP Changes to brush snap mode
MODE BRUSHSTRETCH Changes to brush stretching mode
MODE CAMERAMOVE Changes to camera moving mode
MODE CAMERAZOOM Changes to camera zoom mode
MODE GRID=[1,0] Turns grid on or off (1 = On, 0 = Off)
MODE FACEDRAG Changes to the new Face Drag mode. What you have to do is select a brush and then enter this mode. Then press CTRL+Left Mouse to one side of the brush and you can move that face.
MODE MAPEXT=[1,0]  
MODE ROTGRID=[1,0] Turns rotational grid on or off (1 = On, 0 = Off)
MODE SHOWVERTICES=[1,0] Turns vertices on or off (1 = On, 0 = Off)
MODE SNAPDIST=x Distance of vertex to grid intersection before snapping to it
MODE SNAPVERTEX=[1,0] Turns vertex snap on or off (1 = On, 0 = Off)
MODE SPEED=[1,2,3] Changes movement speed 1,2, or 3
MODE TEXTURELOCK=[1,0] Turns texture lock on or off (1 = On, 0 = Off) - If texture lock is on then textures will not be reset on brushes that are vetex manipulated
MODE TEXTUREPAN Changes to texture pan mode
MODE TEXTUREROTATE Changes to texture rotate mode
MODE TEXTURESCALE Changes to texture scaling mode
MODE VERTEXEDIT Change to vertex editing mode

Actor and Brush Commands

ACTOR ADD CLASS= add actor of class (ie: CLASS=ASMD)
ACTOR APPLYTRANSFORM applies the transform permanently to selected brushes
ACTOR CLIP Z In wireframe view it culls brushes that are after a certain distance. The distance being determined by where the Active brush is when it's pressed. Press again to disable. Useful for complex maps.
ACTOR DELETE deletes currently selected actor
ACTOR DUPLICATE duplicates currently selected actor
ACTOR HIDE SELECTED hides the currently selected actors / brushes
ACTOR HIDE UNSELECTED hides any actors / brushes that are not currently selected
ACTOR KEYFRAME NUM=# set the current actor to key frame number #
ACTOR MIRROR [X,Y,Z] mirrors the selected actor about the X, Y or Z axis
ACTOR REPLACE BRUSH replace selected brush with the builder brush (ie. If you select an added brush and issue this command it will be replaced with another added brush that is the shape of the current builder brush, same for all other brush types)
ACTOR REPLACE CLASS replace selected actor with actor of class type (ie: CLASS=ASMD)
ACTOR RESET ALL resets the selected brush (Location, Pivot,Rotation and Scale
ACTOR RESET LOCATION resets the selected brush's Location
ACTOR RESET PIVOT resets the selected brush's Pivot
ACTOR RESET ROTATION resets the selected brush's Rotation
ACTOR RESET SCALE resets the selected brush's Scale
ACTOR SELECT ALL selects all brushes / actors within the map
ACTOR SELECT DELETED ???
ACTOR SELECT INSIDE selects all brushes / actors within the builder brush
ACTOR SELECT INVERT inverts the state of selected to unselected and vice versa
ACTOR SELECT NONE deselect the selected actors
ACTOR SELECT OFCLASS CLASS= selects all actors of class type
ACTOR SELECT OFSUBCLASS CLASS= selects all actors of subclass type
ACTOR UNHIDE ALL shows all actors / brushes that may have been hidden
BRUSH ADD creates an additive brush
BRUSH ADDMOVER creates a mover brush
BRUSH APPLYTRANSFORM transform the selected brush permanetly
BRUSH FROM DEINTERSECTION creates new brush from the deintersection operation
BRUSH FROM INTERSECTION creates new brush from the intersection operation
BRUSH MORE ???
BRUSH SET ???
BRUSH SUBTRACT creates a subtractive brush
BRUSHCLIP performs the clipping operation on the selected brush
BRUSHCLIP DELETE deletes the clip markers used to perform brush clipping operation
BRUSHCLIP FLIP flips selection arrow denoting what side of brush to clip
BRUSHCLIP SPLIT splits the selected brush along the clipping plane
Texture Commands
POLY DEFAULT TEXTURE= sets the default texture in the texture browser
POLY SELECT ADJACENT ALL selects all adjacent polys
POLY SELECT ADJACENT CEILINGS selects all adjacent ceiling polys
POLY SELECT ADJACENT COPLANARS selects all adjacent coplaner polys
POLY SELECT ADJACENT FLOORS selects all adjacent floor polys
POLY SELECT ADJACENT SLANTS selects all adjacent polys on the same slant
POLY SELECT ADJACENT WALLS selects all adjacent wall polys
POLY SELECT ALL selects all polys in the map
POLY SELECT MATCHING TEXTURE selects all matching surfaces that share the same applied texture
POLY SELECT MEMORY selects any polys that have been remembered in memory
POLY SELECT NONE deselect any currently selected poly
POLY SELECT REVERSE inverts the state of selected to unselected and vice versa
POLY SELECT ZONE selects all polys in the current zone
POLY SET TEXTURE= sets the poly to the given texture
POLY SETTEXTURE sets the poly to the current selected texture
POLY TEXALIGN FLOOR aligns the textures to the floor plane
POLY TEXALIGN ONETILE aligns textures to one tile fitting
POLY TEXALIGN WALLCOLUMN aligns texture to Wallcolumn
POLY TEXALIGN WALLDIR aligns the textures to the wall plane
POLY TEXALIGN WALLPAN pans out the textures on the wall plane
POLY TEXINFO displays information about the texture like scaling multipliers
POLY TEXMULT UU=# VV=# UV=# VU=# multiplies the scaling of the current texture from whatever it is now, UU and VV normal, UV and VU are skewing directions.
POLY TEXPAN U=# V=# pans textures along the U and V axis by the supplied number of units
POLY TEXSCALE UU= # VV= # UV= # VU= # Scales the texture by numbers entered for U and V and skews the texture for numbers entered for UV and VU. This is an absolute scaling, whereas TEXMULT is a relative one.
TEXTURE APPLYDETAIL Apply the "current detail texture" to the texture selected in the texture browser
TEXTURE BATCHAPPLY DETAIL=[DetailTextureName | None] [PREFIX=TextureNameMatchingPrefix] [OVERRIDE=[TRUE | FALSE]] Search through all texture packages optionally searching for matches against the "TextureNameMatchingPrefix" for all textures found, apply DetailTextureName as the new detail texture. If a detail texture already exists and OVERRIDE=FALSE, then skip the texture
TEXTURE CLEAR For Fire textures, clears any 'blotches' (I don't know how to describe this any better, sorry!)
TEXTURE CLEARDETAIL Clear the current detail texture
TEXTURE CULL Remove Textures references on all Non Visible Surfaces
TEXTURE REPLACEDETAIL Search through all texture packages for occurrences of detail textures that match the texture currently selected in the texture browser. If a match is found, replace the texture's detail texture with the "current detail texture.
TEXTURE SCALE DELTA=# ???
TEXTURE SETDETAIL Set the "current detail texture" to the current the texture browser selection
Miscellaneous
BSP REBUILD [LAME/GOOD/OPTIMAL] [BALANCE=0-100] [LIGHTS] [MAPS] [REJECT] rebuild BSP with default settings or custom settings in brackets
CAMERA ALIGN aligns all cameras on the currently selected actors/ brushes
CAMERA CLOSE FREE closes all free viewports or FREE can be substituded for the name of a specific viewport
CAMERA HIDESTANDARD hides all standard viewports
CAMERA OPEN opens a new viewport
CAMERA UPDATE updates viewport
CLASS LOAD FILE= load class from file
CLASS NEW create new class
CLASS SPEW ALL exports all scripts to your UT folder, folders are created for each class. ALL can replaced with specific class (ie BOTPACK)
DELETE deletes selected actors / brushes
DUPLICATE duplicates selected actors / brushes
EDCALLBACK SURFPROPS bring up the surface properties of selected poly
EDIT COPY copies selected actors / brushes
EDIT CUT cuts selected actors / brushes
EDIT PASTE pastes selected actors / brushes
JUMPTO X,Y,Z puts all viewports centered on entered coordinates
LEVEL LINKS update teleporter links
LEVEL REDRAW redraws the level views updating any changes
LEVEL VALIDATE validate the level, find errors
LIGHT APPLY applies lights in your level
LSTATS displays lighting stats
MAP [LOAD/SAVE/IMPORT/EXPORT] FILE= executes the load, save and import commands with the given filename
MAP BRUSH GET copy selected brush to builder brush
MAP BRUSH PUT move selected brush to builder brush location and take on shape of builder brush
MAP NEW start new map
MAP REBUILD rebuild map (geometry/bsp)
MAP SELECT ADDS selects all additive brushes in the map
MAP SELECT FIRST select the first created brush in the level
MAP SELECT LAST select the last created brush in the level
MAP SELECT NONSOLIDS selects all nonsolid brushes in the map
MAP SELECT SEMISOLIDS selects all semisolid brushes in the map
MAP SELECT SUBTRACTS selects all subtractive brushes in the map
MAP SENDTO FIRST send selected brush to the beginning of the bulding process
MAP SENDTO LAST send selected brush to the end of the building process
PATHS BUILD auto create pathnode network - opt=1
PATHS BUILD HIGHOPT auto create pathnode network - opt=2
PATHS BUILD LOWOPT auto create pathnode network - opt=0
PATHS DEFINE create reachspecs
PATHS HIDE hide pathnodes
PATHS REMOVE remove all pathnodes
PATHS SHOW show pathnodes
PATHS UNDEFINE remove all reachspecs
PIVOT HERE places a pivot a the previously selected grid point
PIVOT SNAPPED snaps pivot to grid
SCRIPT MAKE compile scripts
SELECT NONE deselect any selected actor
SETCURRENTCLASS CLASS=<ClassName> set the current class to <ClassName>
SHOWINV toggle the showing of inventory spots
TRANSACTION REDO redo previous action
TRANSACTION UNDO undo previous action
   
 

Last Updated 15 June, 2002