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This tutorial describes three ways of manipulating a
brush, viz working with the clipper tool, edge editing
and vertex editing. These are the three major alternatives
you can choose from when you want to make non-axial
brushes, such as diagonal roofs, brush terrain and rock
formations. It's really not a tutorial on how to get
the best looking end result, it merely describes how
you can work with Radiant in a clean and neat way. The
CSG features (subtract, merge and hollow) are not discussed
as you should preferrably never use them anyway. The
subtract feature tends to create a lot of small, unnecessary
brushes; the merge feature usually doesn't work, freezes
Radiant or creates a corrupted brush and the hollow
function creates intersecting brushes. Now the intention
of this tutorial was to show neat ways of editing the
shapes of brushes, thus it doesn't cover these CSG features.
-------------------------------------------------------------------------------
The Clipper Tool
-------------------------------------------------------------------------------
This is by far the best tool to use when editing brushes.
See it as a knife that can slice through brushes. To
activate the clipper, select a brush and press 'x'.
Now you can define two or three clip points along which
you want to cut your brush. Left click in the XY / YZ
/ XZ view to place a clip point. Once placed, you can
drag it anywhere you like. As soon as you have defined
two points, you can split the brush. You may want to
define a third point if you want a face that's rotated
on two different planes. When you're done, you can use
the tilde key (~) to select which part of the brush
you want to maintain, but you may also maintain both
of them. Press ENTER to remove the part of the brush
that's not highlighted or SHIFT + ENTER to maintain
both parts. When you use SHIFT + ENTER, you'll get two
brushes where you previously had one.
The clipper has the vast advantage of being very clean
and functional. You can create virtually any shape using
this tool and it's hardly possible to create invalid
brushes. A disadvantage is that you cannot always see
the new texture applied to the two faces that form a
split, so you'll sometimes have to caulk and retexture
a brush you clipped.
Edge editing is a way to modify the edges of a brush.
An edge consists of two vertices. You can go into edge
editing mode by pressing 'e' after you've selected a
brush. Then drag the blue dots around and see what happens.
It's just a matter of practice to get used to this way
of editing brushes.
It's very important to work carefully when editing
edges. A lot of duplicate planes and invalid brushes
are created because of careless edge editing. Never
drag two edges over each other. Only use edge editing
to make small modifications to the shape of a brush.
When possible, use the clipper instead.
-------------------------------------------------------------------------------
Vertex Editing
-------------------------------------------------------------------------------
Vertex editing is the most difficult way of editing
brushes. It allows you to modify the location of individual
vertices, the actual corners of a brush. You'll need
vertex editing when you want to create brush based terrain
such as rock formations. Select a brush and press 'v'
to enter vertex editing mode. I personally always use
the 3D view when vertex editing. Select and drag one
of the green dots to modify your brush.
When editing the vertices, it's often a good idea to
use any of the lock X / Y / Z functions. You can enable
those by clicking the X, Y or Z enclosed by a blue box
on the top toolbar. This allows you to modify the direction
of movement. For example, when you select lock X and
lock Y, you're only allowed to change the height of
a vertex. When you plan to vertex edit a certain brush,
it's often a good idea to make it triangular first with
the clipper. That way, you prevent MOHRadiant from making
those nasty face splits.
Vertex editing is even more challenging than edge editing.
It requires some experience and attention. Always be
very careful when working with vertices. It's a good
idea to practice a bit with it though.
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