| Run Radiant and open the map.  Default
                                    grid scale 4 is ok.  Draw a
                                    brush as shown. 
 Click Curve\Cylinder - the brush becomes
                                    a patch.  Get a side view and stretch
                                    the cylinder upwards to make it into some
                                    sort of chimney-type pipe. 
 Click on the metal_c07a texture to
                                    texture the cylinder.  The texture will
                                    probably look all stretched and
                                    horrid.  Press shift+S and click
                                    natural and done.
                                      
 Note that only the outer surface of the
                                    cylinder is textured, the inner is
                                    effectively nodraw.
                                     Let's warp the pipe.  Press V and
                                    get a side 2D view.  Filter the models
                                    (shift+M) to make the view clearer. 
                                    Zoom in.  Note that the middle height
                                    points may not fall on a grid
                                    intersection.  If not, drop down the
                                    grid scale until they do.
                                      
 In my example, grid 3 will
                                    do.  Warp the tube in interesting ways
                                    by grabbing the illuminated vertices and
                                    dragging them, one at a time.  The
                                    cylinder will warp as you drag the vertex
                                    point.  In my example, I've dragged the
                                    top vertices to the left somewhat, and I've
                                    dragged the middle ones up, and outward to
                                    give a leaning, bulging cylinder.
                                      
 Experiment, using different 2D views, to
                                    see what sort of weird shapes it is possible
                                    to create.  You can also drag edges in
                                    3D view, but this is trickier.  Press V
                                    or ESC to cancel vertex mode when you've
                                    experimented enough, but leave the brush
                                    selected.
                                     If you want to cap the open ends, and
                                    create a solid-looking cylinder, click
                                    Curve\cap selection.  The top and
                                    bottom are neatly capped, and the three
                                    brushes are grouped for you
                                    automatically.  We don't really want
                                    the bottom cap, so a quick way of getting
                                    rid of it is to change to grid scale 9, lift
                                    the group one notch so you can see under it
                                    in 3D, deselect the group and then select
                                    the bottom brush alone and delete
                                    (Backspace) it.
                                     Then select the group (now only 2
                                    brushes) with shift+alt+click and put it
                                    back down one notch.
                                     If you want to see how your weird
                                    cylinder came out, save compile and test.
                                      
 You can of course rotate these patches
                                    just like any other brush.  But if you
                                    scale them, watch out!  Scaling
                                    downward may result in some of the critical
                                    control vertices not aligning to exact grid
                                    co-ordinates, eg instead of a co-ord being
                                    (24, 56, 44) you might get (24.043, 56.324,
                                    44.985), which tends to make things
                                    crash.  :(
                                     So if you have to scale a cylinder
                                    (as I did when I wanted to make my V-1
                                    creation of multiple cylinders about 75% of
                                    its created size), you will need to examine
                                    all the component vertices in close up, with
                                    a grid scale of probably 1, and drag to
                                    intersections any vertices that fall in the
                                    gaps between them.
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