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# Building With CSG

This page covers making Architecture the old-fashioned way: with CSG brushes that compile into a BSP.

For a gentle introduction to the concepts of unreal building, see Mapping Lessons, Unreal World & Unreal Geometry.

## Creating Shapes

All building starts with the red builder brush. This is in a way a 3D cursor, which the mapper shapes and edits before using it to imprint a new brush on the world.

The red bruilder brush can be given new shapes with:

- Brushbuilders, the standard brush shapes in the toolbox
- Custom Brushbuilder
- 2D Shape Editor, a simple & powerful tool for making more complex shapes

Once you have a basic shape, it can be edited with the following techniques:

- Intersection and Deintersection
- Brush Clipping
- Vertex Editing
- Brush Transformation

Brush shapes can be saved to disk and reused in other maps:

- Brush Exporting And Importing

## Creating Space

Making world brushes out of the red builder brush:

- Subtraction And Addition
- Brush Sinking
- Brush Order
- The Build process

## Technical

Technical specifics on the objects and tools used in creating architecture.

- Brush
- Solidity
- Invisible Collision Hull
- Zone
- BSP

## Architectural features

Techniques for making complex architexture.

- Making Curved Corridors
- Making Stairs
- Making Terrain (UT)
- Making Arches
- Making Trim
- Making Trim with the Extruder
- Making Flames
- Building A SkyBox

## Effects

- Invisible Collision Hull: Glass and masked textures.
- WarpZones
- The SkyBox
- Making Liquids
  - Aquariums & stuff
  - Making waterfalls

## Special surfaces

- Making Windows
- Fluid Surfaces

## Facts & Techniques

- General Scale and Dimensions
- The Snap to Grid feature
- UnrealEd tips: add any general tips here for now!
- Brush Duplication (more of an interface thing but here for now)

## Related Topics

- Topics On Mapping
- Map optimization

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