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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="generator" content="Asciidoctor 2.0.17">
<title>DarkRadiant User Guide</title>
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<body class="article toc2 toc-left">
<div id="header">
<h1>DarkRadiant User Guide</h1>
<div id="toc" class="toc2">
<div id="toctitle">Table of Contents</div>
<ul class="sectlevel1">
<li><a href="#_introduction">Introduction</a>
<ul class="sectlevel2">
<li><a href="#_editing_workflow">Editing workflow</a></li>
<li><a href="#_whats_in_a_map">What’s in a MAP?</a></li>
</ul>
</li>
<li><a href="#_initial_configuration">Initial configuration</a>
<ul class="sectlevel2">
<li><a href="#GameSetup">Choosing a game type</a></li>
<li><a href="#_interface_layout">Interface layout</a></li>
<li><a href="#ColourSchemes">Colour schemes</a></li>
</ul>
</li>
<li><a href="#_basic_editing">Basic editing</a>
<ul class="sectlevel2">
<li><a href="#_navigating_the_2d_view">Navigating the 2D view</a></li>
<li><a href="#_adjusting_the_grid">Adjusting the grid</a>
<ul class="sectlevel3">
<li><a href="#_customising_the_grid_appearance">Customising the grid appearance</a></li>
</ul>
</li>
<li><a href="#_adding_a_background_image">Adding a background image</a></li>
<li><a href="#Using3DCameraView">Using the 3D camera view</a></li>
<li><a href="#_manipulating_objects">Manipulating objects</a>
<ul class="sectlevel3">
<li><a href="#_flipping_and_rotating">Flipping and rotating</a></li>
<li><a href="#ManipulatorModes">Manipulator modes</a></li>
</ul>
</li>
<li><a href="#_working_with_brushes">Working with brushes</a>
<ul class="sectlevel3">
<li><a href="#CreatingABrush">Creating a brush</a></li>
<li><a href="#BrushShapes">More complex brush shapes</a></li>
<li><a href="#CreatingARoom">Creating a room</a></li>
<li><a href="#SplittingBrushes">Splitting brushes</a></li>
<li><a href="#_reshaping_brush_edges">Reshaping brush edges</a></li>
<li><a href="#BrushBasedSelection">Brush-based selection</a></li>
</ul>
</li>
<li><a href="#_working_with_patches">Working with patches</a>
<ul class="sectlevel3">
<li><a href="#_creating_a_simple_patch">Creating a simple patch</a></li>
<li><a href="#_manipulating_control_points">Manipulating control points</a></li>
<li><a href="#_adding_or_removing_control_points">Adding or removing control points</a></li>
<li><a href="#_thickening_a_patch">Thickening a patch</a></li>
<li><a href="#_more_complex_patch_shapes">More complex patch shapes</a></li>
<li><a href="#_controlling_patch_subdivision">Controlling patch subdivision</a></li>
</ul>
</li>
<li><a href="#_applying_textures">Applying textures</a>
<ul class="sectlevel3">
<li><a href="#MediaTab">The Media tab</a></li>
<li><a href="#TexturesTab">The Textures tab</a></li>
<li><a href="#SurfaceInspector">Using the Surface Inspector</a></li>
<li><a href="#ShaderClipboard">Using the shader clipboard</a></li>
</ul>
</li>
<li><a href="#_working_with_entities">Working with entities</a>
<ul class="sectlevel3">
<li><a href="#CreatingLights">Creating lights</a></li>
<li><a href="#CreatingModels">Creating models</a></li>
<li><a href="#_creating_a_player_start_marker">Creating a player start marker</a></li>
<li><a href="#_creating_other_entity_types">Creating other entity types</a></li>
<li><a href="#EntityInspector">Editing entity properties</a></li>
</ul>
</li>
<li><a href="#ReparentingPrimitives">Reparenting primitives</a>
<ul class="sectlevel3">
<li><a href="#_converting_primitives_into_func_static">Converting primitives into func_static</a></li>
<li><a href="#SelectChildPrimitives">Manipulating individual child primitives</a></li>
<li><a href="#AddRemoveChildPrimitives">Adding or removing primitives</a></li>
</ul>
</li>
<li><a href="#_compiling_a_map">Compiling a map</a>
<ul class="sectlevel3">
<li><a href="#_preventing_leaks">Preventing leaks</a></li>
<li><a href="#PointFile">Locating leaks with a pointfile</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#_organising_a_map">Organising a map</a>
<ul class="sectlevel2">
<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>
<li><a href="#ImportPrefab">Importing a prefab</a></li>
</ul>
</li>
<li><a href="#_exporting_models">Exporting models</a></li>
<li><a href="#_using_layers">Using layers</a>
<ul class="sectlevel3">
<li><a href="#_the_layers_window">The Layers window</a></li>
<li><a href="#_moving_objects_into_layers">Moving objects into layers</a></li>
</ul>
</li>
<li><a href="#_filtering_map_elements">Filtering map elements</a>
<ul class="sectlevel3">
<li><a href="#_built_in_filters">Built-in filters</a></li>
<li><a href="#_customising_filters">Customising filters</a></li>
</ul>
</li>
<li><a href="#_the_entity_list">The entity list</a></li>
</ul>
</li>
<li><a href="#_dark_mod_features">Dark Mod features</a>
<ul class="sectlevel2">
<li><a href="#_the_difficulty_editor">The Difficulty editor</a></li>
<li><a href="#_game_connection">Game Connection</a>
<ul class="sectlevel3">
<li><a href="#_activating_the_connection">Activating the connection</a></li>
<li><a href="#_synchronising_camera_position">Synchronising camera position</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#_command_reference">Command reference</a>
<ul class="sectlevel2">
<li><a href="#_file_menu">File menu</a></li>
<li><a href="#_edit_menu">Edit menu</a></li>
<li><a href="#_view_menu">View menu</a></li>
<li><a href="#_entity_menu">Entity menu</a></li>
<li><a href="#_brush_menu">Brush menu</a></li>
</ul>
</li>
<li><a href="#_configuring_darkradiant">Configuring DarkRadiant</a>
<ul class="sectlevel2">
<li><a href="#_the_preferences_dialog">The Preferences dialog</a>
<ul class="sectlevel3">
<li><a href="#_camera_settings">Camera settings</a></li>
<li><a href="#_orthoview_settings">Orthoview settings</a></li>
<li><a href="#_multi_monitor_settings">Multi Monitor settings</a></li>
<li><a href="#_autosave_settings">Autosave settings</a></li>
<li><a href="#_clipper_settings">Clipper settings</a></li>
<li><a href="#_grid_settings">Grid settings</a></li>
<li><a href="#_selection_settings">Selection settings</a></li>
<li><a href="#_undo_settings">Undo settings</a></li>
<li><a href="#_primitives_settings">Primitives settings</a></li>
<li><a href="#_texture_browser_settings">Texture Browser settings</a></li>
<li><a href="#_map_files_settings">Map files settings</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#_features_for_game_distributors">Features for game distributors</a>
<ul class="sectlevel2">
<li><a href="#_controlling_asset_visibility">Controlling asset visibility</a>
<ul class="sectlevel3">
<li><a href="#_creating_an_assets_lst_file">Creating an assets.lst file</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div id="content">
<div class="sect1">
<h2 id="_introduction">Introduction</h2>
<div class="sectionbody">
<div class="paragraph">
<p>DarkRadiant is a level editor for Doom 3 and The Dark Mod, developed by The Dark
Mod team. It may also be used for editing levels for similar <strong>id Software</strong> games
such as Quake 4.</p>
</div>
<div class="paragraph">
<p>This User Guide describes the features and functionality of DarkRadiant, however
it is not intended as a guide to mapping techniques. Level design is a complex
topic, and is covered by various other learning resources, some of which are
listed below.</p>
</div>
<div class="dlist">
<dl>
<dt class="hdlist1"><a href="http://wiki.thedarkmod.com/index.php?title=Main_Page">The Dark Mod Wiki</a></dt>
<dd>
<p>The
starting point for most Dark Mod documentation and tutorials, including
gameplay, configuration and editing.</p>
</dd>
<dt class="hdlist1"><a href="https://modwiki.xnet.fi">ModWiki</a></dt>
<dd>
<p>Online wiki covering editing topics for
vanilla Doom 3 and similar engines.</p>
</dd>
<dt class="hdlist1"><a href="http://forums.thedarkmod.com">The Dark Mod forums</a></dt>
<dd>
<p>Online community for
discussion of the Dark Mod, including various ad-hoc mapping tutorial threads
posted by individual users.</p>
</dd>
</dl>
</div>
<div class="sect2">
<h3 id="_editing_workflow">Editing workflow</h3>
<div class="imageblock text-center">
<div class="content">
<img src="img/DarkRadiantWorkflow.png" alt="DarkRadiantWorkflow">
</div>
</div>
<div class="paragraph">
<p>The level editing process starts off with basic assets: models, textures,
sounds, entity definitions, skins, animations and so on. Many of these assets
will be packaged with a particular game installation, but a level designer may
also choose to create custom assets for a specific mission. These assets are
installed into a directory tree which is accessible both by DarkRadiant (for
editing) and the game engine itself (for playing the mission).</p>
</div>
<div class="paragraph">
<p>Once assets have been arranged in DarkRadiant according to the wishes of the
level designer, a <code>.map</code> file is saved to disk. This is a text file in a format
understood by the game engine, and includes both level geometry and references
to the assets used in the map. Since the <code>.map</code> file is simply text, and does
not actually embed the binary asset data, it tends to be fairly small.</p>
</div>
<div class="paragraph">
<p>The game engine includes functionality to <em>compile</em> the <code>.map</code> file into a
<code>.proc</code> file containing low-level vertex geometry derived from the brushes and
patches within the <code>.map</code> file. The game engine can then render the mission in
realtime, making use of the same assets that were accessed by DarkRadiant during
editing.</p>
</div>
<div class="paragraph">
<p>DarkRadiant also maintains its own separate file containing various editing
information, such as object layers used within a map. This <code>.darkradiant</code> file
is never used by the game engine, and is non-critical — a <code>.map</code> file with no
accompanying <code>.darkradiant</code> file can still be edited with DarkRadiant, although
certain DarkRadiant-specific state may be lost.</p>
</div>
</div>
<div class="sect2">
<h3 id="_whats_in_a_map">What’s in a MAP?</h3>
<div class="paragraph">
<p>There are three main types of object contained within a <code>.map</code> file: entities,
brushes and patches.</p>
</div>
<div class="paragraph">
<p><strong>Entities</strong> are the top-level objects in a map — essentially, a map file is just a
list of entities. Every entity has an <strong>entity class</strong> which determines the type
of entity it is: static mesh, AI, sound emitter, particle emitter, light etc.
Entities also store a list of string key/value pairs, known as <strong>spawnargs</strong> or
<strong>properties</strong>. Some entities also contain brushes and patches as children.</p>
</div>
<div class="paragraph">
<p><strong>Brushes</strong> are convex solids used to define basic map geometry: walls, floors,
ceilings, steps and other medium to large items. Brushes are often rectangular
in shape, although a brush can actually have any number of faces provided that
it is convex (it is impossible to have a brush in an L or a U shape, for
example). Brushes are not smooth-shaded by the game engine, which generally
makes them unsuitable for representing curved surfaces.</p>
</div>
<div class="paragraph">
<p><strong>Patches</strong> are smooth one-sided surfaces used to represent curved objects such as
vaulted ceilings, pillars or cave interiors. A patch is defined by a number of
Bezier control points, and offers control over the level of detail used when
subdividing the patch into triangles for rendering: more triangles will produce
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 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>
</div>
<div class="sect1">
<h2 id="_initial_configuration">Initial configuration</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="GameSetup">Choosing a game type</h3>
<div class="paragraph">
<p>When running DarkRadiant for the first time, the <strong>Game Setup</strong> dialog will be
shown. This is where you configure the path to the game installation from which
DarkRadiant will load assets, such as textures, models and entity definitions.</p>
</div>
<div class="imageblock text-center">
<div class="content">
<img src="img/GameSetupDialog.png" alt="GameSetupDialog">
</div>
</div>
<div class="paragraph">
<p>The <strong>Game Setup</strong> dialog contains the following options:</p>
</div>
<div class="dlist">
<dl>
<dt class="hdlist1"><strong>Game Type</strong></dt>
<dd>
<p>DarkRadiant ships with support for several different game engines,
each of which is contained within a <code>.game</code> file. For editing Dark Mod
missions, the default choice of <code>The Dark Mod 2.0 (Standalone)</code> is the one to
use, but it is also possible to edit stock Doom 3 or Quake 4 missions.</p>
</dd>
<dt class="hdlist1"><strong>DarkMod Path</strong> / <strong>Engine Path</strong></dt>
<dd>
<p>This is the path to the game installation on
the system. The label text will change depending on whether the selected game
is <code>The Dark Mod</code> or another engine.</p>
</dd>
<dt class="hdlist1"><strong>Mission</strong></dt>
<dd>
<p>Optional path to a subdirectory containing assets specific to a
particular mission which is being worked on. For game types other than <code>The
Dark Mod</code>, this will be displayed as <strong>Mod (fs_game)</strong>, and should be set to the
path of a subdirectory containing a particular game mod, if one is being used.</p>
</dd>
<dt class="hdlist1"><strong>Mod Base (fs_game_base)</strong></dt>
<dd>
<p>This field only appears for non-DarkMod game types.
It allows a two-level mod structure, where the <strong>Mod Base</strong> can point to a major
game mod, possibly downloaded from elsewhere, while <strong>Mod</strong> can be set to point
to an entirely local "sub-mod" which contains local changes and overrides.
Before the release of Dark Mod standalone, this field would have been set to
<code>darkmod</code> while the <strong>Mod</strong> field would have been set to the local mission,
however this is no longer necessary when <code>The Dark Mod 2.0 (Standalone)</code> is
being used.</p>
</dd>
</dl>
</div>
<div class="paragraph">
<p>Once the game paths are set up, click the <strong>Save</strong> button to proceed to the main
DarkRadiant interface.</p>
</div>
<div class="admonitionblock note">
<table>
<tr>
<td class="icon">
<img src="img/note.png" alt="Note">
</td>
<td class="content">
It is possible to <strong>Cancel</strong> the <strong>Game Setup</strong> dialog and proceed to the main
window without configuring a game installation, in which case DarkRadiant will
show a warning and ask if you wish to proceed. If you do, DarkRadiant will run
but there will be no available textures, models, entities or other game assets.
</td>
</tr>
</table>
</div>
</div>
<div class="sect2">
<h3 id="_interface_layout">Interface layout</h3>
<div class="paragraph">
<p>DarkRadiant uses a flexible layout system based on dockable windows which can be moved into
various positions around the edges of the main window, or floated as separate top-level
windows. The arrangement and sizes of these windows are saved into settings and persisted
between sessions.</p>
</div>
<div class="paragraph">
<p>Each window has a small title bar at the top showing the window’s name. Dragging this title
bar will allow the docked window to be floated or docked into a different position depending
on the drag destination. When the window is dragged near a possible dock position, a shaded
rectangle will appear indicating where the window will be docked.</p>
</div>
<div class="paragraph">
<p>There is a central 2D view which cannot be undocked or replaced, although it can be made
arbitrarily small by expanding docked widgets towards the center. Likewise, the camera view
and properties panels cannot be removed, although they can be resized and moved into
different dock positions.</p>
</div>
<div class="paragraph">
<p>You can create <em>additional</em> 2D and camera views using the <strong>View → New XY view</strong> and <strong>View →
New Camera view</strong> menu items. These additional views can be floated or docked like the main
windows, and can also be removed by clicking the <strong>X</strong> button at the top right of the title
bar. All 2D views store their orientation (XY/YZ/XZ) into settings, which makes it possible
to set up a traditional 3D modelling interface with three orthographic views and a camera
view, if desired.</p>
</div>
</div>
<div class="sect2">
<h3 id="ColourSchemes">Colour schemes</h3>
<div class="paragraph">
<p>DarkRadiant defaults to a black-on-white colour scheme in the 2D windows, but ships with
four other colour schemes, which can be chosen with the <strong>View → Colours…​</strong> dialog. If you
prefer a dark theme, the <code>Black & Green</code> scheme might be suitable, whereas the
<code>Maya/Max/Lightwave Emulation</code> and <code>Super Mal</code> themes provide a more neutral, low-contrast
look.</p>
</div>
<div class="paragraph">
<p>Colour schemes only affect what is rendered in the 2D and 3D views by DarkRadiant itself.
The appearance of the user interface is determined by the <strong>wxWidgets</strong> toolkit based on the
system-wide widget theme, and can only be changed via system settings or other applications
(such as <code>gnome-tweaks</code> on Linux).</p>
</div>
<table class="tableblock frame-all grid-none stretch">
<colgroup>
<col style="width: 33.3333%;">
<col style="width: 33.3333%;">
<col style="width: 33.3334%;">
</colgroup>
<tbody>
<tr>
<td class="tableblock halign-center valign-top"><div class="content"><div class="paragraph">
<p><span class="image"><img src="img/DarkRadiantDefaultTheme.png" alt="DarkRadiantDefaultTheme"></span><br>
<strong>DarkRadiant Default</strong></p>
</div></div></td>
<td class="tableblock halign-center valign-top"><div class="content"><div class="paragraph">
<p><span class="image"><img src="img/BlackGreenTheme.png" alt="BlackGreenTheme"></span><br>
<strong>Black and Green</strong></p>
</div></div></td>
<td class="tableblock halign-center valign-top"><div class="content"><div class="paragraph">
<p><span class="image"><img src="img/Q3RadiantTheme.png" alt="Q3RadiantTheme"></span><br>
<strong>QE3Radiant Original</strong></p>
</div></div></td>
</tr>
<tr>
<td class="tableblock halign-center valign-top"><div class="content"><div class="paragraph">
<p><span class="image"><img src="img/SuperMalTheme.png" alt="SuperMalTheme"></span><br>
<strong>Super Mal</strong></p>
</div></div></td>
<td class="tableblock halign-center valign-top"><div class="content"><div class="paragraph">
<p><span class="image"><img src="img/MayaEmulationTheme.png" alt="MayaEmulationTheme"></span><br>
<strong>Maya/Max/Lightwave Emulation</strong></p>
</div></div></td>
<td class="tableblock halign-center valign-top"><div class="content"></div></td>
</tr>
</tbody>
</table>
<div class="paragraph">
<p>Each of the colour schemes can be edited using the colour selector buttons in
the <strong>Colours</strong> dialog, and it is also possible to copy one of the default schemes
into a custom scheme with a new name.</p>
</div>
<div class="admonitionblock note">
<table>
<tr>
<td class="icon">
<img src="img/note.png" alt="Note">
</td>
<td class="content">
The game installation may specify the colour of certain entity types, in
which case it will not be possible to change the colour of these entities via
the <strong>Colours</strong> dialog.
</td>
</tr>
</table>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_basic_editing">Basic editing</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_navigating_the_2d_view">Navigating the 2D view</h3>
<div class="paragraph">
<p>The game world is a three-dimensional vector space with a central origin,
rendered in the 2D editing window as a grid. The unit of measurement is an
arbitrary game unit which does not directly correspond to any real-world
measurement system — in The Dark Mod, a typical human stands around 80 - 90
game units high, making a game unit about 2 cm.</p>
</div>
<div class="paragraph">
<p>Each 2D window shows which axes it is representing with an icon in the top-left
corner, as well as an identical icon at the <code><0,0,0></code> origin position, if
visible within the view.</p>
</div>
<div class="imageblock text-center">
<div class="content">
<img src="img/2DViewMarkedUp.png" alt="2DViewMarkedUp">
</div>
<div class="title">Figure 1. Components of the 2D view</div>
</div>
<div class="paragraph">
<p>The 2D view also shows the current position of the camera (used for rendering
the separate 3D camera view window), and its view direction.</p>
</div>
<div class="paragraph">
<p>The following commands are available within the 2D view:</p>
</div>
<table class="tableblock frame-all grid-all stretch">
<colgroup>
<col style="width: 25%;">
<col style="width: 75%;">
</colgroup>
<tbody>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Right drag</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Scroll the view horizontally or vertically</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Mouse wheel</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Zoom the view</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Shift + Right drag</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Zoom the view (alternative binding)</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Ctrl + Middle click</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Move the camera directly to the clicked position</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Middle click</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Rotate the camera to look directly at the clicked point</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Ctrl + TAB</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Change view axis (XY, XZ, YZ)</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Ctrl + Shift + TAB</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Center 2D view on current camera position</p></td>
</tr>
</tbody>
</table>
</div>
<div class="sect2">
<h3 id="_adjusting_the_grid">Adjusting the grid</h3>
<div class="paragraph">
<p>The grid shown in the 2D view is used to snap the position and size of brushes
and patches, as well as the centerpoints of entities. The size of the grid can
be configured, in powers of 2, from 0.125 up to 256, using the <strong>1-9</strong> keys on the
main keyboard (not the numeric keypad), or the equivalent options in the <strong>Grid</strong>
menu.</p>
</div>
<div class="paragraph">
<p>The <strong>0</strong> key on the main keyboard can be used to toggle the display of the grid.
Note that objects will still be snapped to the grid even if the grid is not
visible; this is purely a visual toggle.</p>
</div>
<div class="admonitionblock important">
<table>
<tr>
<td class="icon">
<img src="img/important.png" alt="Important">
</td>
<td class="content">
Level geometry built from brushes and patches should <em>always</em> be
snapped to the grid to avoid problems such as rendering glitches and map leaks.
Static meshes and animated AI can be positioned more freely, however grid
snapping is a useful tool for ensuring that models are appropriately aligned
with the level geometry.
</td>
</tr>
</table>
</div>
<div class="sect3">
<h4 id="_customising_the_grid_appearance">Customising the grid appearance</h4>
<div class="paragraph">
<p>The appearance of the grid can be customised using the options in the <strong>Grid</strong> tab of the <strong>Edit
→ Preferences</strong> dialog. Separate styles can be chosen for major and minor grid lines.</p>
</div>
<table class="tableblock frame-all grid-none stretch">
<colgroup>
<col style="width: 33.3333%;">
<col style="width: 33.3333%;">
<col style="width: 33.3334%;">
</colgroup>
<tbody>
<tr>