Brushes are the building blocks of maps; players collide with them, and they're the only type of object used to draw the minimap.
A brush is a six-sided object; all six sides must remain planar (i.e. it is not possible to move one vertex only). Its vertices can be moved, and it can have a different texture for each side.
To create a new brush, deselect everything (to prevent accidental resizing or dragging), then left-click and drag. If you used the 2D view to create the brush, its hidden dimension will have the same size as the largest previously selected brush.
You can use the editing tools to approximate sizes or select multiple brushes; to edit the individual vertices, edges, or faces of brushes, use the brush selection modes.
The vertex, edge, and face selection modes allow you to edit individual vertices, edges, and faces of all selected brushes.
- To activate the brush selection modes, press V to activate vertex selection mode, E to activate edge selection mode, or F to activate face selection mode. When any of these modes are active and there are no selected vertices, edges, or faces, pressing the key again will exit the selection mode. Note that although you can select and move individual vertices in the 2D view, NetRadiant will move the other vertices to force all sides of the brush to remain planar (flat). Only one brush selection mode can be active at a time.
- To select vertices, use either ⇧ Shift-left click to select multiple vertices, ⇧ Shift-left click and drag to select all vertices within a bounding box (including vertices covered up by other vertices), or left-click to select only one vertex at a time. Drag on a selected vertex, edge, or face to move all selected vertices, edges, and faces.
- To deselect all vertices, edges, and faces, press Escape; press it again to exit the brush selection mode.
While you can set one texture for each brush by default, you will sometimes need to set textures per face. To assign textures to faces, enter face selection mode (F), select all of the faces that need a different texture, then assign the texture like usual. When using the "Fit" button in the surface inspector window with faces with different sizes, each face's texture will be independently offset and scaled so the texture fits onto each face properly.