The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Legacy:Selecting Surfaces
Note on terminology: a surface is a section of flat plane that makes up the 3D world. A Texture (UT) is the image that's assigned to a surface. The Surface Properties Window controls how the texture is displayed on the surface.
Contents
Selection[edit]
Click in a 3D UnrealEd Viewport to select a surface. Ctrl+left-click to add to the current selection.
Shortcut | Description |
Shift-P |
Select all surfaces. |
Shift-N |
Select none. |
Shift-Z |
Select none. |
Selection Extending[edit]
If one or more surfaces are selected, the following key combinations extend or change the selection.
Shortcut | Description |
Shift-B |
Select all surfaces belonging to the selected surfaces' brushes. |
Shift-C |
Select adjacent coplanar polygons. |
Shift-F |
Select adjacent floors. |
Shift-G |
Don't use this, it crashes UnrealEd! Supposed to select surfaces belonging to the selected surfaces' groups. |
Shift-I |
Select surfaces with items matching the selected surfaces' item names. This is particularly useful on stairs and cylinders. (Names for the polys of a brush are set by the BrushBuilder scripts. Brush clipping and intersection commands seem to apply one name to all polys.) |
Shift-J |
Select all adjacent surfaces (flood-fill). |
Shift-T |
Select all surfaces which use the current texture. |
Shift-Q |
Reverse the set of selected surfaces. |
Shift-W |
Select adjacent wall surfaces (flood-fill). |
Shift-Y |
Select adjacent slanted surfaces. |
Memory Selection[edit]
Shortcut | Description |
Shift-M |
Memorize selected surfaces. |
Shift-O |
Select surfaces from intersection of selected surfaces and memory. |
Shift-R |
Recall memorized surface selection. |
Shift-U |
Select union of selected surfaces and memorized surfaces. |
Shift-X |
Select exclusive or of selected surfaces and memorized surfaces. |
Surface Painting[edit]
UnrealEd always has one texture selected as the "current texture", even if the Texture Browser isn't open. It's this texture which is applied to all the surfaces of a new brush, for example. There are some handy tricks when dealing with textures in the textured 3D viewport:
To select a current texture[edit]
- Click a texture in the texture browser.
- Quick Texture Pickup: Alt+right-click on a surface in a 3D textured viewport. The surface does not need to be selected. Any currently selected surfaces stay selected.
To apply the current texture[edit]
- Quick Texture Paste: to a single surface: Alt+left-click on that surface. This is independent of the current selection of surfaces.
- to apply to multiple surfaces, select them and do:
- Surface Context Menu -> Apply texture <texturename>
- Alternatively, left-click on the texture image again in the texture browser.
Advanced Texture Paste[edit]
Texture Pickup copies rotation, scaling and panning of the texture on the surface. To apply this to another surface, do:
CTRL + ALT + Left-click
This pastes the texture normal as well as the scaling.
So if you paste to a surface that's perpendicular to the original, you get a HIDEOUS scaling effect, becaue the normal points in the same direction as the surface.
It's useful for copying scaling, rotation and panning among walls or floors. It's no good for cylinders, for example: Use TexAlign.
It copies absolute panning, not panning relative to the surface.
As far as I can tell from experiment, doing this from one surface to an adjacent will always make a clean match, mo matter what the panning, scaling or rotation.
Tarquin: To think this has been in UnrealEd all along and I've been farting around with the panning tool or the numeric buttons to match stuff! Aaaaaaargh (rips eyes out)