This tutorial explains how to use the geometry tools in UE3 to clip, extrude and vertex edit BSP brushes. These tools were directly accessible on the toolbar in the previous editor, and have now been moved to the geometry tools window.
At least very basic knowledge of UnrealEd is assumed; how to move around, add and move objects, and add / subtract BSP brushes.
Click the cube icon on the left toolbar to open the Geometry Tools window. Click the camera icon at any time to return to camera mode.
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Geometry Tools Window
From left to right:
Other options:
Show Normals - Displays small red lines on the brush to indicate which side of a poly is visible. |
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Geometry Modifiers Window
The modifiers window displays more options for each selection mode.
Edit - Simple edit for each selection mode (enabled by default). |
I don't recommend using the buttons in the lower half of the window. They can be used to make more complex brushes, but you're more likely to run into BSP errors by using them. It's better to use multiple simple brushes or static meshes. There's no harm in experimenting with them though
With vertex selection enabled, in one of the 2d viewports click a vertex or hold Right Alt and click and drag to select multiple vertices. Move the vertices the same way you would move any other object in UnrealEd. Hold down Ctrl and click and drag to move the vertices, or use the move widget.


The extrude tool adds extra sections to a brush. It's important to keep brushes simple and convex to avoid BSP errors. Anything more complex than making a brush with a beveled part on one side (as shown in this example), or a cube with 45 squared off corners should be done with several simpler brushes.

