Brush
Intersection/Deintersection is a very useful thing in UnrealED. Intersections and
Deintersections are the way you can make a "copy" of something you have already
created. You can "capture" things contructed out of numerous brushes and shapes,
and the newly created "copy" will act as one single brush. Intersections and
Deintersections are basically the same type of thing. I'll go over how they are different
in a second.
These are the butons on the UnrealED toolbar to use for the
tools. What do they do?
Here is how I explain it on the UnrealED tools page:
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Brush Intersection
When you need to build more complex brushes than
you can make with UnrealED's primitives (Cone, Cube, Sphere, etc), or if you want to copy
and paste something thats made out of more than one brush and put it lots of places, use
the Brush Intersection tool. How this works is that you put your red builder brush around
what you want to intersect, or "capture". Completely surrounding what you want
to capture without having anything else that you don't want, including walls, in your
selection - Brush Intersection "captures" everything that is SOLID (or parts of
brushes that were ADDs) within your red brush. Brush Deintersection does the
opposite. Press the Brush Intersection tool. The surrounding red brush should turn into
the shape of what it was surrounding. For the visual approach, look at the picture below:
Brush Deintersection
When you need to build more complex brushes than
you can make with UnrealED's primitives (Cone, Cube, Sphere, etc), or if you want to copy
and paste something thats made out of more than one brush and put it lots of places, use
the Brush Intersection or Deintersection tools. How this works is that you put your red
builder brush around what you want to deintersect, or "capture". Completely
surrounding what you want to capture without having anything else that you don't want,
including walls, in your selection - Brush Deintersection "captures" everything
that is FREE SPACE, that is thing that are NOT solid (or parts of brushes that were
SUBTRACTs) within your red brush. Brush Intersection does the opposite. Press the
Brush deintersection tool. The surrounding red brush should turn into the shape of what it
was surrounding. See the Brush Intersection diagram above to see how it works,
keeping in mind that deintersection captures what is space, and intersection captures what
is solid.
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That is a pretty good summation of what intersection and
deintersection is. Also note how I used it in section A of this tutorial, I wanted to make
copies of the street light, so I surrounded it with my red brush, intersected, and placed
copies of it around the level.
I surround the street light
with a cube that encompasses it, but nothing else I don't want (this is where the empty
room helps)
I hit the brush intersection
tool and the red brush takes the shape of my street light
Now anywhere I move the red
brush, I can put street lights by adding this brush
So imagine if I did a DEintersection on that street light
with the same red brush. It would capture everything filling the cube that was not solid
space, everything except the street light. So it would be completely solid with the
exception of where the street light was being hollow.
This really doesn't have much to do with the actual CREATION
of complex brushes, however it is useful once you have created them and want to make
copies. Also, like I mentioned before, whatever is captured, be it created from numerous
brushes and shapes, will now act as ONE brush. That can be useful and it can be
problematic. It can be useful when you are doing things later on like making doors. Having
the colletive group of shapes acknowledged as one single brush, you can give it a pivot
point that all of it will react and swing upon. The PROBLEM in this is that when you want
to delete this brush, you have to delete ALL of it, not just selected parts.
That should cover it good enough. |