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Initial documentation of the "Reparent primitives..." commands
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Probably a separate section will be needed to properly document these features,
since they are a bit too complex to be described only in a brief "Command
reference" overview.
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Matthew Mott committed Jan 28, 2020
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30 changes: 26 additions & 4 deletions doc/manual.adoc
Expand Up @@ -80,11 +80,14 @@ brushes and patches.
subdividing the patch into triangles for rendering: more triangles will produce
a smoother surface but may lower rendering performance.

Brushes and patches together are also referred to as *primitives* (since they
define the basic geometry of the map), and are typically described as such in
situations where the distinction between brush and patch is not important.

The entities, brushes and patches in a map are arranged in a hierarchy: not
every entity has children, but every brush and patch must have an entity as a
parent. Each map therefore starts with a single default entity called the
*worldspawn*, which acts as the parent for new brushes and patches created in
DarkRadiant.
every entity has children, but every primitive must have an entity as a parent.
Each map therefore starts with a single default entity called the *worldspawn*,
which acts as the parent for new brushes and patches created in DarkRadiant.

== Initial configuration

Expand Down Expand Up @@ -1112,6 +1115,7 @@ sorted into user-defined layers and filtered using various criteria, while the
prefab system allows large chunks of map to be reused or shared with other
mappers.

[[Group]]
=== Grouping objects

DarkRadiant allows a number of objects to be grouped together, so that they can
Expand Down Expand Up @@ -1485,6 +1489,24 @@ content into a file and load it later as an actual map fragment.

*Delete*:: Remove the currently selected item(s).

*Group selection*:: Combine the selected items into a <<Group,group>>.

*Ungroup selection*:: Split the selected group back into individual objects.

*Reparent primitives*:: Make all selected worldspawn brushes or patches into
children of the selected func_static (or similar entity). Requires exactly one
entity to be selected, along with at least one primitive which is currently a
child of the worldspawn.

*Reparent primitives to worldspawn*:: Unparent the selected primitive from a
func_static (or similar entity), making it a child of the worldspawn. Before
using this command you must first select a single primitive with the *TAB* key
(even if the entity only contains a single primitive), otherwise the whole
entity will be selected and the command will silently fail.

TIP: To unparent *all* of an entity's primitives and convert them back into
worldspawn, just right-click in the 2D view and choose *Revert to worldspawn*.

== Configuring DarkRadiant

DarkRadiant offers a large number of configurable options which can be used to
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54 changes: 47 additions & 7 deletions doc/manual.html
Expand Up @@ -495,7 +495,7 @@ <h1>DarkRadiant User Guide</h1>
</li>
<li><a href="#_organising_a_map">Organising a map</a>
<ul class="sectlevel2">
<li><a href="#_grouping_objects">Grouping objects</a></li>
<li><a href="#Group">Grouping objects</a></li>
<li><a href="#WorkingWithPrefabs">Working with prefabs</a>
<ul class="sectlevel3">
<li><a href="#_exporting_to_a_prefab">Exporting to a prefab</a></li>
Expand Down Expand Up @@ -657,11 +657,15 @@ <h3 id="_what_s_in_a_map">What&#8217;s in a MAP?</h3>
a smoother surface but may lower rendering performance.</p>
</div>
<div class="paragraph">
<p>Brushes and patches together are also referred to as <strong>primitives</strong> (since they
define the basic geometry of the map), and are typically described as such in
situations where the distinction between brush and patch is not important.</p>
</div>
<div class="paragraph">
<p>The entities, brushes and patches in a map are arranged in a hierarchy: not
every entity has children, but every brush and patch must have an entity as a
parent. Each map therefore starts with a single default entity called the
<strong>worldspawn</strong>, which acts as the parent for new brushes and patches created in
DarkRadiant.</p>
every entity has children, but every primitive must have an entity as a parent.
Each map therefore starts with a single default entity called the <strong>worldspawn</strong>,
which acts as the parent for new brushes and patches created in DarkRadiant.</p>
</div>
</div>
</div>
Expand Down Expand Up @@ -2363,7 +2367,7 @@ <h2 id="_organising_a_map">Organising a map</h2>
mappers.</p>
</div>
<div class="sect2">
<h3 id="_grouping_objects">Grouping objects</h3>
<h3 id="Group">Grouping objects</h3>
<div class="paragraph">
<p>DarkRadiant allows a number of objects to be grouped together, so that they can
be selected and manipulated as a single unit.</p>
Expand Down Expand Up @@ -3023,8 +3027,44 @@ <h3 id="_edit_menu">Edit menu</h3>
<dd>
<p>Remove the currently selected item(s).</p>
</dd>
<dt class="hdlist1"><strong>Group selection</strong></dt>
<dd>
<p>Combine the selected items into a <a href="#Group">group</a>.</p>
</dd>
<dt class="hdlist1"><strong>Ungroup selection</strong></dt>
<dd>
<p>Split the selected group back into individual objects.</p>
</dd>
<dt class="hdlist1"><strong>Reparent primitives</strong></dt>
<dd>
<p>Make all selected worldspawn brushes or patches into
children of the selected func_static (or similar entity). Requires exactly one
entity to be selected, along with at least one primitive which is currently a
child of the worldspawn.</p>
</dd>
<dt class="hdlist1"><strong>Reparent primitives to worldspawn</strong></dt>
<dd>
<p>Unparent the selected primitive from a
func_static (or similar entity), making it a child of the worldspawn. Before
using this command you must first select a single primitive with the <strong>TAB</strong> key
(even if the entity only contains a single primitive), otherwise the whole
entity will be selected and the command will silently fail.</p>
</dd>
</dl>
</div>
<div class="admonitionblock tip">
<table>
<tr>
<td class="icon">
<img src="img/tip.png" alt="Tip">
</td>
<td class="content">
To unparent <strong>all</strong> of an entity&#8217;s primitives and convert them back into
worldspawn, just right-click in the 2D view and choose <strong>Revert to worldspawn</strong>.
</td>
</tr>
</table>
</div>
</div>
</div>
</div>
Expand Down Expand Up @@ -3480,7 +3520,7 @@ <h4 id="_creating_an_assets_lst_file">Creating an assets.lst file</h4>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2020-01-21 21:16:39 GMT
Last updated 2020-01-28 21:37:38 GMT
</div>
</div>
</body>
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