Level Editor/Menus/View: Difference between revisions

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Level Editor: View menu and Viewport Rendering page
 
American spelling
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| '''Reset Camera''' || Puts the camera back where it starts.
| '''Reset Camera''' || Puts the camera back where it starts.
|-
|-
| '''Focus Selection''' || Flies every view to the selection: the 3D views frame it, the 2D views centre on it and zoom to fit.
| '''Focus Selection''' || Flies every view to the selection: the 3D views frame it, the 2D views center on it and zoom to fit.
|-
|-
| '''Center Views on Selection (Ctrl+Shift+E)''' || The 2D views centre on the selection and keep their zoom; the 3D views frame it.
| '''Center Views on Selection (Ctrl+Shift+E)''' || The 2D views center on the selection and keep their zoom; the 3D views frame it.
|-
|-
| '''Perspective (Numpad 5)''', '''Top (Numpad 7)''', '''Bottom (Ctrl+Numpad 7)''', '''Front (Numpad 1)''', '''Back (Ctrl+Numpad 1)''', '''Left (Ctrl+Numpad 3)''', '''Right (Numpad 3)''' || Turn the view you last worked in. The keys turn the view under the mouse.
| '''Perspective (Numpad 5)''', '''Top (Numpad 7)''', '''Bottom (Ctrl+Numpad 7)''', '''Front (Numpad 1)''', '''Back (Ctrl+Numpad 1)''', '''Left (Ctrl+Numpad 3)''', '''Right (Numpad 3)''' || Turn the view you last worked in. The keys turn the view under the mouse.
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| '''Show 3D Skybox''' || The [[Level Editor/Entities/3D Skybox|3D skybox]] drawn full size round the map, under its own fog. 3D views only; nothing of it can be clicked.
| '''Show 3D Skybox''' || The [[Level Editor/Entities/3D Skybox|3D skybox]] drawn full size round the map, under its own fog. 3D views only; nothing of it can be clicked.
|-
|-
| '''Fullbright''' || Every surface at its own colour, with no light or shadow at all, baked shadows included.
| '''Fullbright''' || Every surface at its own color, with no light or shadow at all, baked shadows included.
|-
|-
| '''Real-time Shadows''' || Every light's real-time shadows. Shadows baked into the lightmap stay; Fullbright removes those too.
| '''Real-time Shadows''' || Every light's real-time shadows. Shadows baked into the lightmap stay; Fullbright removes those too.
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{{Property table start}}
{{Property table start}}
{{Property row|name=Display|type=List|default=Normal|desc='''Normal''' is the map's look. '''Fullbright (Unshaded)''' is every surface at its own colour with no light. '''Lighting Only''' shows the light alone, '''Overdraw''' how many surfaces stack up on each pixel, '''Wireframe''' the triangles and '''Normals''' which way surfaces face. {{Key|F9}} in the viewport steps through them.}}
{{Property row|name=Display|type=List|default=Normal|desc='''Normal''' is the map's look. '''Fullbright (Unshaded)''' is every surface at its own color with no light. '''Lighting Only''' shows the light alone, '''Overdraw''' how many surfaces stack up on each pixel, '''Wireframe''' the triangles and '''Normals''' which way surfaces face. {{Key|F9}} in the viewport steps through them.}}
{{Property row|name=Real-time shadows|type=Check box|default=On|desc=Real-time shadows from every light. Off, the sun lights everything it faces, but shadows baked into the lightmap stay.}}
{{Property row|name=Real-time shadows|type=Check box|default=On|desc=Real-time shadows from every light. Off, the sun lights everything it faces, but shadows baked into the lightmap stay.}}
{{Property row|name=Headlight|type=Check box|default=Off|desc=A light from your eye that lights whatever you look at, baked surfaces too.}}
{{Property row|name=Headlight|type=Check box|default=Off|desc=A light from your eye that lights whatever you look at, baked surfaces too.}}

Revision as of 04:44, 20 October 2026

The View menu changes how the editor shows the map: the camera, the layout, which kinds of things are drawn, and how the map is lit while you work. Nothing here changes the map itself; saving, exporting, baking and playtesting always use the map as it is.

Items

Item What it does
X-Ray Mode Draws geometry see-through, so you can see and select what is behind walls.
Show Grid The construction grid on the floor of the 3D view. On by default.
Reset Camera Puts the camera back where it starts.
Focus Selection Flies every view to the selection: the 3D views frame it, the 2D views center on it and zoom to fit.
Center Views on Selection (Ctrl+Shift+E) The 2D views center on the selection and keep their zoom; the 3D views frame it.
Perspective (Numpad 5), Top (Numpad 7), Bottom (Ctrl+Numpad 7), Front (Numpad 1), Back (Ctrl+Numpad 1), Left (Ctrl+Numpad 3), Right (Numpad 3) Turn the view you last worked in. The keys turn the view under the mouse.
Layout: Single View / Layout: Four Views One 3D view, or four views (3D, Top, Front, Side). See Four views.
Maximize Pane (Ctrl+Space) Fill the window with one of the four views, and back. Only with four views.
Show Collision Brushes Collision-only (clip) brushes, in every view. Hidden, they cannot be clicked or built against either.
Show Zones Zone brushes, in every view. Hidden, they cannot be clicked or built against either.
Show Nav Region Volumes The boxes of nav regions.
Show Water Volumes The boxes of water volumes.
Show Prop Collision Every prop's collision as the map will export it, as lines: cyan is collision the model brings with it, orange a shape made from its mesh. Off by default.
Show Player Figures A player standing on every spawn point, facing its way, inside the player's collision hull, for scale. Editor only. See Spawn Point.
Show 3D Skybox The 3D skybox drawn full size round the map, under its own fog. 3D views only; nothing of it can be clicked.
Fullbright Every surface at its own color, with no light or shadow at all, baked shadows included.
Real-time Shadows Every light's real-time shadows. Shadows baked into the lightmap stay; Fullbright removes those too.
Effects (fog, glow, SSAO...) All of the screen effects at once.
Headlight A light from your eye that lights whatever you look at: the quickest way to see a dark map.
Viewport Rendering... Opens the window below.

The show and hide switches are remembered between sessions.

Viewport Rendering window

When a map is too dark or too foggy to work in, change how the editor draws it here. The note at the bottom says it: Only this view changes. Saves, exports, bakes, playtests and screenshots keep the map's own look. The settings are remembered the next time you open the editor.

Setting Type Default What it does
Display List Normal Normal is the map's look. Fullbright (Unshaded) is every surface at its own color with no light. Lighting Only shows the light alone, Overdraw how many surfaces stack up on each pixel, Wireframe the triangles and Normals which way surfaces face. F9 in the viewport steps through them.
Real-time shadows Check box On Real-time shadows from every light. Off, the sun lights everything it faces, but shadows baked into the lightmap stay.
Headlight Check box Off A light from your eye that lights whatever you look at, baked surfaces too.
Headlight strength 0 to 4 1.00 How bright the headlight is.
Exposure 0.25 to 8 1.00 Brightens or darkens the whole picture, baked light included. It cannot lift pure black; use the headlight for that.
All effects Check box On Every effect below at once.
Fog, Volumetric fog, Glow, Ambient occlusion (SSAO), Indirect light (SSIL), Reflections (SSR), Global illumination (SDFGI), Color adjustments Check boxes the map's Each of the map's screen effects on its own, for your view.
Anti-aliasing Check box On Smooths edges. Off, the viewport draws faster.
Resolution 25% to 100% 100% The 3D resolution as a share of the viewport's. Lower draws faster and blurrier.

Reset to Map Look puts every setting back (Display to Normal too). Close closes the window.

Note: Raising the map's ambient light does not help you see a baked map: surfaces with a lightmap ignore it. The headlight works on them.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use