
The IGOR GUI can be broken down into 6 separate frames. I have numbered them for ease of reference. Refer to the IgorHelp.txt file in your Ghost Recon directory for more information on the gui and an explanation of keys to navigate the interface.
1. The Minimap view of the map. The blue lines are the boundaries and the terrain. The yellow "V" is the position of the camera and the red square delimits the view that is displayed in the camera mode. A small picture is displayed here:

2. The Command Map or Plan View. This is the map that you place all of the objects onto from the objects pallete. In the upper left hand corner there is a small display that lets you know which level that you are working on. You can switch between levels by using the +/- keys on the keypad or from the view menu. Here is a close up shot of the Command Map:

3. The Database View or Tree View functions the same way as the tree view in any windows-based program. This is where you organize the objects that you place on the map as well as map notes and plans. Below is a close up display of the tree view:

4. The Pallete View or Object menu is where all of the "active" objects can be selected for placement on the map or in a folder in tree view. "Active" is defined as items visible when a mod is activated. It depends on the object whether it goes on the map or nested in a folder. I'll be discussing those differences later. The Object menu is broken down into five tabs: Actors, Misc, Plans, Sounds, & Vehicles. Here is a picture of the Pallete:

5. The Camera View allows you see the map from a bird's eye view. Here is a 3D rendered shot of the current map that is loaded.

6. The Properties View shows the settings for the currently selected object. Use type-dependent controls to edit the currently selected object. Here is a close up of the properties view. Note that this view is object dependent and will vary depending on the currently selected object.

(The following information is taken directly from the IgorHelp.txt file included with Ghost Recon and its sole purpose is for reference) I am not going to get into too much explanation here. Most of these are the standard menus that appear in any windows based program. When the time arrises to discuss a specific function, I will detail it further.
Igor primarily works with mission files (*.mis). These are the files managed in the File menu. User mods can be created and activated with the Mods dialog.
The undo feature tracks all changes to the loaded mission file. The undo buffer is cleared when you save the mission. Map, mission, and briefing properties are also available from the Edit menu.
These toggles can be used to filter the display of objects and map information.
The import and export options are for working with game type files (*.gtf). Each of these files contains a stand-alone script. Use the Edit option to access the script editor.
These editors can be used to tweak many game parameters. Many of them are not directly related to mission creation. The command map generator constructs a rough backdrop image for new maps.
These documents are a starting point for learning how to modify and extend Ghost Recon.
Tom Clancy's Ghost Recon is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment.
Ghost Recon is a trademark of Ubi Soft Entertainment.