Level Editor/Tools/Edit Face

Edit Face
Where Toolbar, mesh editing
Shortcut F extrude; Alt+click one piece; Alt drag extrudes; Ctrl+A select all; Alt+Q edit the brush under the mouse
Works on Selects, moves, extrudes, insets, subdivides and cuts faces
Settings Tool Properties

Edit Face works on the faces of a brush. It is how you select faces for materials and UVs, push and pull walls, extrude new geometry out of a face (a ledge, a pillar, a window frame), and tidy up faces that earlier cuts split into pieces.

Selecting faces

  • Select a brush, pick Edit Face, and click a face. A click selects the whole face, even one that is split into pieces (by Subdivide, a cut, or an older CSG cut).
  • Click a piece of the selected face again, or Alt+click any face, to select just the piece under the cursor.
  • Double-click a face to select the whole connected region within the Linked angle (an arch's front, a curved strip). Keep the button held on the double-click and pull to drag the region at once.
  • Shift+click adds, Ctrl+click toggles, Ctrl+Shift+click removes. Ctrl+A selects every face.
  • Tools > Select by Material selects every face wearing the selected face's material.

The selected faces are what the Materials tab, the UV editor and Convert Face to Displacement act on.

Moving faces

Drag a face to move it across the horizontal plane; drag a selected face to move all selected faces. Use the gizmo to move along one axis.

Extruding

There are three ways to pull faces out into new geometry:

  • Press F (Extrude Selected Faces): the selection follows the mouse along the faces' normal until you click. Esc drops it; hold Ctrl to snap it flush to a face. Alt+click a piece first to extrude that piece alone.
  • Hold Alt as you start a drag: dragging a face pulls it out along its normal; dragging the gizmo pulls the selection out along its arrow or plane.
  • The Extrude Selected Faces button pulls the selection out by Extrude distance along their average normal, bridged by new side faces. A negative distance pushes them in.

The buttons

Button What it does
Extrude Selected Faces Pull the selected faces out as one region by the extrude distance, bridged by new side faces.
Inset Selected Faces Shrink each selected face inward by the inset amount, bridged by a ring of four-sided faces. Good for window frames and panels.
Subdivide Selected Faces Split every edge of the selected faces into equal segments and divide the faces to match (quads into quads, triangles into triangles, other faces around a center). Neighboring faces take the new edge vertices, so nothing cracks; UVs and vertex paint are kept.
Cut Cut the selected faces along a line you aim, like Loop Cut but through the selected faces alone: hover one of them to see the cut through the cursor (on the grid), Shift+wheel turns it 15 degrees, Ctrl+Shift+wheel 1 degree, click to cut. The pieces stay selected. Esc stops cutting.
Weld Coplanar Faces Heal the selected brushes: fuse flat neighboring faces of the same material back into single faces. Fixes walls split up by older CSG cuts. The shape is unchanged; displacement brushes are skipped.

Not walkable faces

Tick Not walkable in the tool's settings to mark the selected faces not walkable; untick it to clear them. It is one undo step. Use it to keep players off places they should not stand: roofs, ledges and cliff tops outside the play area.

In the game, standing on a marked face counts as standing on a slope too steep to walk, whatever its real angle:

  • The player has no footing there: they cannot jump, and they can only drift with air control.
  • On a sloped marked face they slide down and off, as off any steep slope. A flat one does not push anyone off; to clear players off a flat roof, put an angled collision-only brush over it and mark that.
  • Bots never path onto a marked face.

Marked faces are hatched in every view (View > Show Not-Walkable Surfaces). The mark stays on a face through cuts, clips, merges and mirrors; a new face made by a cut starts unmarked. For terrain, use the Terrain tab's Not walkable mode.

Settings

Setting Type Default What it does
Transform space List GLOBAL Which way the drag axes point: GLOBAL, LOCAL, NORMAL, VIEW or PARENT.
Correct UVs Check box On Re-lay textures from world position as faces move, so they do not stretch.
Linked angle (deg) 0 to 180 40 Double-click selects every connected face within this angle. Near 0 takes only the flat pieces a cut leaves behind; about 40 follows curved strips such as the underside of an arch or a cylinder's side.
Inset amount Meters 0.25 How far Inset shrinks each face's outline inward. Reduced per face where the outline would cross itself.
Extrude distance Meters 1.0 How far the Extrude button pulls the faces out. Negative pushes them in.
Not walkable Check box Off Marks the selected faces not walkable (see above).
Subdivide cuts 1 to 16 1 How many new vertices Subdivide puts along every edge. 1 splits a quad into 2 by 2, 2 into 3 by 3.

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