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Documents listed below, but not hyperlinked, are restricted to engine licensees only.

As certain texts become relevant, due to released games using that technology, new documents will be made available. Check back often!
 
Getting Started
   - WhatToReadFirst
   Support
   - UnEdit (mailing list)
   - UnEditTraffic (summaries)
   - UnDevIRC (chat)
   - UnDevIRCTraffic (summaries)
   - UnrealEdSux0rs (bug list)
   Engine Prerequisites
   - TextureSpecifications
   - TextureComparison
   - Etc.

General Editor
   Basics
   - IntroToUnrealEd
   - UnrealEdInterface
   - RotationGizmo
   - UnrealEdKeys
   - BrushClipping
   - VertexEditing
   - BoxSelection
   - ShapeEditor
   - ExampleMaps
   - TriggersTutorial
   - WorkflowAndModularity
   Primitives
   - BspBrush
   - MirrorsAndWarpZones
   - HardwareBrush
   - MoversTutorial
   - UKXPackagesTutorial
   - TerrainTutorial
   - VolumesTutorial
   - LightingTutorial
   - ProjectiveTutorial
   - MaterialTutorial
   - CollisionTutorial
   - FluidSurfaceTutorial
   Animation
   - AnimNotifies
   - AnimBrowserTutorial
   - AnimBrowserReference
   Particles
   - EmittersTutorial
   - EmittersExamples
   New Particle Editor
   - ParticleSystems
   - ExampleParticleSystems
   Matinee
   - MatineeTutorial
   - MatineeExample
   - MatineeDemoOpening
   - MatineeDemoDropship
   - SampleMatineeTips
   Scripted Sequences
   - ScriptedSequenceTutorial
   - ScriptedSequenceActions
   - AIControllers
   Techniques
   - LevelTransitions
   - LevelOptimization br>    - GroupsBrowser
   - NavigationAI
   - VertexBlendingTutorial
   - ConvertingContent739To829

Tools
   - ActorX
   - ActorXMaxTutorial
   - ActorXMayaTutorial
   - StaticMeshesFromMaya
   - UmodWizard
   - ModelingTableOfContents
   - CADtoUnreal

mathengine.gif
Karma Physics
   - IntroToKarma
   - KarmaReference
   - ImportingKarmaActors
   - UsingKarmaActors
   - KarmaAuthoringTool
   - RagdollsInUT2003
   - KarmaExampleUT2003
   - ExampleMapskarmaColosseum

secretlevel.gif
PlayStation2 and GameCube
   - ConsoleDevelopment

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You can also stop by the UdnStaff page to see what we're working on, and edit it to add your own document requests.


Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.

VertexEditing

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Questions about UDN itself? Contact the UDN Staff.

Vertex Editing

Document Summary: A reference for how to use the Vertex Editing mode.

Document Changelog: Last updated by Tony Garcia (UdnStaff), for version 829. Original author was Tony Garcia (UdnStaff).

Introduction

Level Designers always seem to need to reshape a brush and one of the handiest ways to do that is by moving the vertex (vertices) to whip that brush into shape. There are two ways to start moving those vertices:

1) You can simply click a brush to highlight it, then click a vertex and hold ALT while moving it.

2) You can select vertex editing mode from the tool bar VertEdit.jpg

With the first method, the active vertex will have a cross shape on it like this (image shows both in large vertex and normal view):

ActiveVertex.jpg

Vertex Editing Mode

Once in Vertex Editing Mode you will get a new cursor. VertexCursor.jpg Click the brush you wish to move vertices on to highlight it. Now you can use the CTL-ALT-LMB keys to drag a box and select multiple vertices. The selected vertices will now be white (even on the builder brush) so you can easily tell which vertices you have highlighted. To move them, hold CTL+LMB and you will move the selected vertices all at once.

DragBox.jpg

When using this method to select vertices bear in mind that all the vertices on an infinite plane within the selection box are selected. That is, if you are using the top view, and you use the drag box to select multiple vertices, you will select the top (or visible vertex) as well as any underneath it that you can't see. These images illustrate that. The two uppper vertices were selected using the drag box in the top view.

You can see the vertices selected in the other views.

SelectTop.jpg
SelectFront.jpg
SelectSide.jpg

That's pretty much all there is to is. Try not to make invalid shapes, or set two vertices on the same spot. The editor like to crash when you do that. When vertex editing you will sometimes get a brush that will disappear from view when you zoom in on it. Right-Click it and set Transform/Transform Permanently to fix that.

Attachment: sort Action: Size: Date: Who: Comment:
ActiveVertex.jpg action 7766 23 Jan 2002 - 14:31 UdnStaff  
DragBox.jpg action 17566 23 Jan 2002 - 14:31 UdnStaff  
SelectFront.jpg action 19710 23 Jan 2002 - 14:31 UdnStaff  
SelectSide.jpg action 19430 23 Jan 2002 - 14:32 UdnStaff  
SelectTop.jpg action 19751 23 Jan 2002 - 14:32 UdnStaff  
VertEdit.jpg action 720 23 Jan 2002 - 14:32 UdnStaff  
VertexCursor.jpg action 586 23 Jan 2002 - 14:33 UdnStaff  


VertexEditing - r1.7 - 01 Jul 2003 - 19:17 GMT - Copyright © 2001-2003 Epic Games
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