Level Editor/Entities/Brush
| Brush | |
|---|---|
| Made with | Any shape tool on the toolbar |
| What it is | A solid piece of level geometry: walls, floors, blocks, stairs. Can also be a clip, a team gate, a zone or a sound volume. |
| In the game | Yes, it is exported with the map |
A brush is a piece of geometry you build with the shape tools and reshape with the editing tools. Most of a map's walls and floors are brushes. A brush can also play other roles, set in the inspector: an invisible clip, a team gate, a gamemode zone or an ambient sound volume.
Inspector
| Setting | Type | Default | What it does |
|---|---|---|---|
| Collision Type | List | STATIC | STATIC is solid and still (the usual). NONE has no collision: players and shots pass through. KINEMATIC and RIGID export as other kinds of physics body and are rarely wanted. |
| Collision Layer / Collision Mask | Layers | 1 | Which collision layers it is on and collides with. Leave both on layer 1. |
| Collision Only | Check box | Off | Make the brush a clip: invisible in the game, but solid. See below. Edit > Toggle Collision Only does the same. |
| Clip Blocks Hull | Check box | On | Clips only. Players are blocked by the clip. |
| Clip Blocks Hitscan | Check box | Off | Clips only. Bullets of hitscan weapons stop on the clip. |
| Clip Blocks Projectiles | Check box | Off | Clips only. Rockets, grenades, flames and pellets stop on it. |
| Clip Blocks Splash | Check box | Off | Clips only. Explosions, and the sight lines of sentries, dispensers and the boss, stop on it. |
| Weld On Export | Check box | On | At export, join this brush's visible mesh with the still brushes it touches, so a flush join between them leaves no visible line in the baked lighting. Off keeps it its own mesh. Collision and footstep sounds stay per brush either way. A group can turn it off for everything in it. |
| Gate Team | 0 to 2 | 0 | Make the brush a team gate (a spawn door): solid to everyone except that team, which walks straight through. 0 is an ordinary brush, solid to everybody. |
| Is Area | Check box | Off | Make the brush a gamemode zone instead of solid geometry. Shows the zone settings. See Zone. |
| Is Sound Volume | Check box | Off | Make the brush an ambient sound volume instead of solid geometry. Shows the sound settings. See Sound volumes. A brush cannot be both a zone and a sound volume. |
| Team Differs Per Side | Check box | On | Zones and gates only. A Mirror Node's copy belongs to the other team. Untick it for something both halves share. |
The brush's materials are set with the Materials tab and the Material Brush, not in the inspector.
Collision-only brushes (clips)
A clip is a brush you cannot see in the game but that still blocks. Use clips to:
- smooth out collision over detailed geometry (a ramp over stairs, a flat wall over a bumpy one);
- keep players out of places they should not reach (a roof edge, the top of a fence);
- block players but let shots through, or the reverse, with the Clip Blocks boxes.
Clips draw translucent in the editor; their strength is Opacity under Collision Brushes in Settings. View > Show Collision Brushes hides them, and Edit > Click Through Collision Brushes lets you click what is behind them.
Team gates
A gate is usually also collision-only: a spawn door you can see through but only one team can walk through. Set Gate Team to 1 or 2. Bots of that team path through their own gates; the other team's bots treat it as a wall.