View Full Version : Quickly align textures? Multiple selections?
Guest
07-04-2001, 01:07 AM
Is there a way to quickly align repeated textures on adjacent walls? In build you would press the "period" key. Also, how do you copy a texture from one place to another? (build equivalent being "tab", then "enter" if I recall...
Oh, any how do you select a group of brushes and objects so that you can execute a command on everything at once (ie: move, delete..)?
Thanks
[ 07-04-2001: Message edited by: ty ]
smattbac
07-04-2001, 02:33 AM
1. Afraid not. smilies/images/icons/frown.gif
2. Hold in Alt and the right click on the texture you want to copy, and the hold in Alt again and left click on the surface you want that texture.
3. You can select the brushes one by one by holding down Ctrl while selecting them or, if you have Ued2, you can hold down Ctrl and Alt and drag a box around the actors with your mouse.
Also, you can select brushes in the 3D view by holding down Shift and clicking on a surface that belongs to that brush.
NutWrench
07-04-2001, 08:25 AM
Is there a way to quickly align repeated textures on adjacent walls? In build you would press the "period" key. Also, how do you copy a texture from one place to another? (build equivalent being "tab", then "enter" if I recall...
Shift+W will select all adjacent walls. Shift+T will select all matching textures.
Once the walls are highlighted, right click and choose "Align Selected-->" You can pick "Align Wall Direction" which insures that all the selected Textures are oriented the same way and then "Align Wall Panning" which will match up the Textures for smooth transitions. (You might also have to check your scaling, to make sure all the selected textures are the same size)
To copy a texture: see smatbacs explanation smilies/images/icons/smile.gif
Oh, any how do you select a group of brushes and objects so that you can execute a command on everything at once (ie: move, delete..)?
In UnrealEd 1, pick the largest brush containing all the stuff you want to copy/move/delete and highlight it. Right-click on it and select "Copy polygons to brush" (If you plan to copy this brush as well, you'll need to make the builder brush slightly larger, so that it encloses that brush as well: Re-size tool 1st column, 3rd row) and making it slightly larger.)
Now that your builder brush encloses the stuff you want, select the "highlight all within builder brush" tool. (Second column, 5th row). All your stuff will be highlighted.
UnrealEd2 is a little bit simpler. smilies/images/icons/wink.gif
Just hold down Ctrl+Alt and drag a box around the stuff you want to copy/delete/etc.
If you assign several objects to a Group, it becomes MUCH easier to select them later on.
If you look under any objects Properties under "Object" you'll see something called "GroupName", which defaults to "None" If you give an object a Group name (any name you want), then whenever you duplicate it, the Groupname will be duplicated as well.
Suppose you are using a string of lights to light a long strip light on the floor. Later on you decide that all those lights are too bright/dim/wrong color. Normally to change them, you would have to change one light at a time or highlight as many lights as you can and change their properties.
You may have wondered why, when you right click on a light for example, you get a pop-up that says "Select all Lights" and then right underneath that, you get "Select All". Isn't that kind of redundant? smilies/images/icons/smile.gif Actually "Select All" means select all lights belonging to the same *Group*. So if you've already given these lights a Group name (like "striplights"), the editor will *just* highlight those lights and no others.
UnrealEd 2.0 takes this a step further by adding a browser to manage groups.
[ 07-04-2001: Message edited by: NutWrench ]
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