Level Editor/Panels/UV editor

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The UV Editor tab (bottom right) shows how the texture is laid on the faces of the selected brushes, flattened out, and lets you move, turn and scale it by hand. Use it when a texture on a face is in the wrong place, the wrong way round or the wrong size.

For most texturing you will not need it: new brushes get sensible UVs, the Lock UVs and Correct UVs options keep them right as you edit, and Edit > Re-estimate UVs resets them. See Materials and UVs.

Getting started

  1. Select a brush, and with the Edit Face tool select the faces you want to adjust.
  2. Open the UV Editor tab. The selected brush's faces are drawn over the texture.
  3. Select UV points, edges or faces in the tab and move, turn or scale them with the tab's tools.

The top bar

Control What it does
V / E / F What a click selects in the UV view: vertices, edges or faces.
D / L / V (sticky) How selection spreads to UV points that belong together. D (Disabled): only what you click. L (Shared Location): also other UV points at the same place. V (Shared Vertex): also every UV point of the same mesh vertex.
Sync When you select a UV element, the matching mesh vertex is selected too.
Snap button and list Turn UV snapping on or off, and snap to the Grid or to other Vertexes.

Tools

The tab has its own small set of tools, shown as buttons; hover one for its tooltip.

  • Move: drag the selected UVs.
  • Rotate: turn the selected UVs about the pivot.
  • Scale: scale the selected UVs about the pivot.
  • Box transform: a box with handles round the selection; drag the box or its handles to move, scale or turn. Enter confirms, Esc cancels.

The pivot is the cross that rotation and scaling happen about. Shift+Right mouse puts it where you click.

Navigation

  • Middle mouse drag pans the view.
  • Scroll wheel zooms about the mouse.
  • F frames the selected UVs.
  • A selects every UV, Alt+A none. (In Settings > Controls this key is listed as Pan.)

Layout panel

A slide-out panel at the side of the view sets how the view is drawn:

  • Subdivisions: how many grid lines the view draws across one texture repeat, in X and Y.
  • Offset: shifts the grid.
  • Underlay Opacity: how strongly the texture is drawn under the UVs.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use