Lets start off with Vertex
Manipulation. This is a very powerful thing, however its buggy in UnrealED. So it like
works only when it wants to, which sucks. I still love to use vertex manipulation though,
because it is a much simpler way to make complex shapes than by using the 2D Shape editor
(which is mentioned in a later section), the other method you would have to use to get
results like vertex manipulation. So, I'm getting ahead of myself. What is vertex
manipulation? You can select a vertex (The points at where lines of your brush intersect)
and move it, to change the shape of your object. So thus you can alter those cubes and
give them sloped sides, etc. When you move a vertex, it drags all the sides of the brush
that connect to it.
This is the brush I created in
section A
Where I used vertex manipulation in my street lamp was in two
spots. One time I used it on the base block for the light pole. See how my cube has
slanted sides? I moved all of the vertices of the top of the cube in some. The second
place I used it was the slanted part of the extending pole with the light on it. I could
have actually done the same thing with the skew tool, but I'm lazy :), and you can get the
same result by moving the vertices yourself.
How do you do it? Well it should make a lot more sense
to you once you move some yourself. So here is how it is done:
This needs some zoomage,
wouldn't you say?
In one of the 2D views, zoom in close enough to
where you can see what you are doing.
Ahh, Better
As you should always do, make sure you are in
the proper grid size to do what you want to, in this case you want your vertices to be
common to points on the grid, and have reasonable increments for moving. The shot
above shows some points of the brush not common to grid points...
Always be sure you are on a
proper gridsize for the increments of moving whatever you are working with
Now that you are properly set, select the red brush by
clicking on a line (clicking on vertices will not select it). When its selected (goes from
dark to bright red) you can click on a vertex. Click the one you want to move, and it
should be selected.
Select the red brush, then
click a vertex
When your vertex is selected it should have what looks like a
+ on it.
Moving the vertex
To move it, you have to hold down the ALT button while
dragging it. Pretty simple really.
With the vertex selected, hold
down ALT and drag it on the grid
So move all the vertices of your brush that you want, and
remember you have to check all different views (side, top, front), as 1 2D view can't tell
the whole story.
So there, that is vertex manipulation. It is easy for the
most part and I love to use it. The only problem is that it is buggy.
Problems:
Certain shapes you create it will not like. Take my example:
Whacked out Brush
Look at the shape I created by moving the vertices of this
cube. As simply as I can explain it, is don't create a polygon that would actually have to
"fold" itself to exist properly. Like the polygon on the right side of this
cube. It would actually have to fold itself into multiple polygons to exist properly. So,
when you add this brush into the world, it of course turns out very jacked up.
Zany effects of the corrupted
brush
In the case of this brush, the textures on the oddly shaped
walls do not scale properly, as will happen on erroneous polygons. For polygons that are
just completely jacked up however, like the one on the right, it can dissapear
alltogether, as well as scale improperly, doing different weird things depending on what
angle it is being viewed at. So, to sum that up, be careful what shapes you are creating
when you move vertices of a brush.
One final note, as I mentioned before, this feature sometimes
doesn't want to work. The problem I have is that sometimes I will want to move just a
vertex, but the editor wants to move BOTH vertices of the adjoining line. This pisses me
off, however there is possibly a keyboard command that I am unknowingly hitting and just
don't know how to switch on purpose. Knowing UnrealED tho, it is probably just a bug.
Vertex manipulation is neat, but you also need to know about
brush intersection/deintersections... |