Computed Solid Geometry and Elements

Camera Movements

- This is the normal view button. It is default by UED open.
It lets you move in the views. With the right mouse button you
can move faster, using Shift you can move your selected brush along to
the area you are moving.
- Shift plus right or left mouse = rotate or move to area.
- CTRL left mouse = Move the selected item or brush
- CTRL right mouse = rotate that item or brush

Vertex Editing

First select the brush you need, then with the AltGR (right) button
and the left mouse select the handles of the brush, you can then skew
the edges of that brush with the CTRL button pressed

Brush Scaling

This button will allow you to change the size of your brush.
CTRL and the mouse will activate it when it's selected.
- Left mouse + CTRL = Scale horizontaly
- right mouse + CTRL = Scale verticaly
- left + Shift = moves the brush
- right + shift = rotates the brush

Brush Rotate

This button is used to rotate the brush that you have currently got selected.
It is used by holding CTRL and with a combination of mouse buttons
(Left rotates X axis, right rotates Y axis and both rotate Z axis) allows the
brush to be rotated to any angle. This all depends in what view you are.

Texture Panning

This will move the texture that is selected.
It is used mainly for aligning the texture to match up with other textures.
- left mouse button allign Horizontally - right mouse button allign Vertically - To select all textures from one brush, select one surface then press Shift B. - To select all same textures in your level, select that texture, then press Shift T
- left click + shift select brush.

Texture Rotate

However, you may choose left or right mouse button, it will produce
the same effect, it rotates the selected texture(s).

Brush Clipping

This mode allows for brush clipping, there's much to comment here.
First thing to know, is that with the builder brush, you will be able
to clip/cut only, no clip/split, this is obvious, since this brush
is here to create your pontential existing brushes.
You can put as many clip points as you like but only 3 will
be taken in count, like this >>>
- clipmarker one and two are the clip section
- clipmarker three is the clip direction
This positioning is best done in top, front or side view
then have a look in 3D view for positioning the third clipmarker.
You can place the clipmarkers with the CTRL aswell with the AltGR
and the RIGHT mouse button.

Clipping Selected Brush

This will cut the selectedpart of your brush
to see what section will be deleted, a hint is given by the
red line joining the first and the second clipmarker
here you can see a small red extension arrow.
the part with the small arrow will be deleted.
This is shown in the icon for the clipmodus

Split Brush

This is almost the same as Clipping Selected Brush, but this mode
will allow you to split the brush, no part will be deleted
although, you will have to rebuild geometry to take in count
this splitting.

Flip clip Direction

This icon will allow you to toggle the clipping direction as you will clip/split,
this will affect nothing at all but if you will clip/Cut,
then this direction will define what part will be deleted
It simply swithches the direction

Delete clipmarkers

That is it, it simply deletes the clipmarkers from the view
Nothing else to say, but you need to clear up when not in use.

Build a cube

This will create a cube brush. If you right click on it,
it will give you an option to go to cube properties. This will allow you
to change the height, depth and height of the cube brush you will create.
The option hollow will allow for a cube that has an outside and an inside.
The option tesselated allows you to separate the faces polygons, when
you use the vertex tool on these, you may create other shapes out of the cube.

Build a sheet

This creates a 2 dimensional sheet. It can be used for a VERY LARGE number of applications.
One of the most common is to create Zone separations, like water, slime and all other.
the sheet has to fit ABSOLUTELY the hole where it is apllied.
It should NOT (I can't stress this enough) be used to create walls and other solid shapes.
Sheets have no thickness, meaning zero, so it will never create solid shapes.

Build a Cylinder

This will create a cylinder, that you can use like any other brush.
Allign to side will allow it to allign its edges, while this option set
to false, will put its edges to the editors grid
The hollow options has the same effect as for the cube

Build a Cone

This will create a cone pyramid-like that you can use like any other brush.
It can be hollow just like the cube, and has an outer and inner radius.
The CapHeight works as the heightpoint of the inner hollow pyramid.
Allign to side, see the cylinder.

Build a Sphere

This is the same as the cube, but it will create a round ball shaped
A sphere brush. Once again right click on it to alter the
properties of the brush, never exagerate with the Extra polation option
this option works with small units, it multiplies the surfaces.
with a value such as 1, you will obtain a double pyramid, and with
3 you have a medium quality sphere, the maximum to use for a good
quality sphere will be 5, try to go higher and your comp may hang for a while.

Build a curved stair

This will simply create a rounded set of stairs that are similar to the first set,
but they curve around to a side when they have been built.

Build a spiral stair

This will create a rounded set of stairs that can be set to
form a very tight spiral staircase. This will hang in the airs.

Build a Linear Stair

This will create a straight flight of stairs.
Try to select its sides and polymerge, then rebuild geometry.
after that you will have smooth looking sides when lighting is applied
even texture alingement will work better.

BSP Based Terrain

This let's you create a very basic terrain with sections such as
Width segments in width and Depth segments when in topview
In topview you can see this as, Width = Width, Depth = Height.
You will have to select and move the points with the vertex tool

Volumetric Brush

This very simple brush is a variant of the sheet brush
when you rightclick it's icon you can select how much sheets will
will be crossed through eachother by it's numsheest
The radius sets the ..... radius, this is 64 for a brush that
needs to have a total width of 128.

Add brush to world

This button is used to "add" a brush to the world.
Any brush can be added to the world, but make sure that you don't try
to add someting to an area of the world that is not made yet, as this
will make this brush useless and invisible

Subtract brush from world

This button will "carve" out the brush from your level.
Do not try to subtract a brush from an area that has allready
been subtracted - as this won't work and can have adverse (bad)
effects on your level.

Brush Intersection

This is the "intersect" button.
Say you have a "cube" brush, but only want to cut out half a cube from
a solid wall. You could go through the cube properties and change the shape
of your brush, or you could simply move the cube to where you want it to go
and then press this button.
This will make a new brush, but it will only be where the solid wall was before.
It is also good for making complex objects into a single brush.
Say you want to make a fireplace, and you want to use it in a few places,
create it(bit by bit) and then place a cube brush over the top (so the cube {or whatever}
encompases the fireplace totally) and when you press this button,
your new brush will be EXACTLY the same as what you created using many little bits.

Brush deintersection

This does the opposite of what the intersect button does.
It will select the parts of the brush that are in an area that is not solid
and create them into a new brush for you.

Add Special Brush

This allows you to create "special" brushes to your map.
These can be a wide range of things, such as windows, water levels,
portals and the like. It is normally used in combination with the "sheet" brush.

Add Mover Brush

This button will create a mover for you. It will use whatever brush you
have currently selected. When using this brush however, make sure tht the
brush you have selected has NOT been streched in any way, as it won't work properly...