|
|
|
|
|
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.
|
|
|
|
BoxSelection |
|
|
|
|
|
Licensees can log in.
Interested in the Unreal engine? Check out the licensing page.
Questions about UDN itself? Contact the UDN Staff.
|
|
|
|
|
|
|
|
|
Last updated by Vito Miliano (UdnStaff), for preliminary document conversion. Original author was Warren Marshall (UdnStaff).
- Box Selection
- Overview
- Selecting Actors
- Cumulative Actor Selection
- Box Selection with Vertex Manipulation
This is a simple tool for selecting multiple actors quickly. Basically, you draw a box around the actors you want to select and the editor will select them for you. Simple. Here's how it works ...
To select actors inside of a box, we obviously have to draw the box somehow. This action is the same no matter what other mode the editor is in. Hold down the CTRL and ALT keys. Then, left click and drag in any of the 2D viewports (this doesn't work in the 3D viewport). As you drag you should see a box being drawn, starting from where you first clicked and ending at the current mouse location. For example:
When you let go of the buttons, you would see this ...
And that's that. Those actors were selected because they were inside the box when you let go of the buttons.
If you want to select more actors, but don't want to lose your current selections, simply hold the SHIFT button down while you perform your normal box selection. So you would be holding down CTRL, ALT and SHIFT down at the same time while you create your box.
Using the example, from above, I'll draw a new box while adding the SHIFT button into the procedure ...
It looks the same on the screen, but when I let go of it, it will select the new actors AND leave the old ones still selected. Like this:
Brushes will be selected when their origin falls within the box. This is important since you might think that if any of the vertices are in there it will select the brush, but it only works on the origin. The vertices come into play in vertex manipulation mode.
Where this feature comes in most handy is when using vertex manipulation. Selecting all the vertices on one side of a brush to move them would be very inconvenient without box selection. This is what we start with:
Now, let's say I want to select all the vertices on the right side of the cube so I can drag that face. I create my box like so:
And I end up with this when I release the buttons:
Now I can drag those vertices like normal and effectively drag that face of the brush.
|
|