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Microbrush 3 (brush modeler for HL2)

  • Shrinker
  • November 9, 2014 at 3:47 PM
  • Shrinker
    • November 9, 2014 at 3:47 PM
    • #1

    Hello.

  • Steppenwolf
    • November 11, 2014 at 1:19 AM
    • #2

    Looks interesting. Would be cool if you could add obj or fbx export.

  • nicoreda
    • November 11, 2014 at 3:32 AM
    • #3

    Just tried it. GOOD job, just working very well with current features, it's a very good tool for brush work, thanks !

  • Castle
    • November 11, 2014 at 7:12 AM
    • #4

    The second video made me think about how the compile tools would react. I imagine it would sound like a flash bang as my pc goes sailing through several walls and off into the horizon. LOL


    Ill have to take a closer look soon. It looks interesting. Like a modal Trenchbroom?

  • Shrinker
    • November 11, 2014 at 2:32 PM
    • #5

    Thanks!

    Steppenwolf: The editor's API can save and load the editor's own proprietary binary format. In the tools folder, there is a conversion tool that can read and write this and the VMF format.

    When saving via the API call, you can configure it so that the calculated polygons are saved into the file too so they are available for conversion.

    So yes, later on it will make a lot of sense for me to add such widely accepted formats as a conversion target, and the infrastructure is there and working already. :3

    nicoreda: Unfortunately, the big advantages of these graphical primitives that actually represent 3D volumes are in danger of being forgotten... a peek at the new Source 2 engine (DOTA 2) shows that they are now using meshes for everything, which is kinda sad. But I'll continue supporting brushes with this tool. :3

    Castle: Haven't heard of TrenchBroom before, but that one looks interesting too.

    There's a predecessor to this new editor: http://shrinker.beyond-veils.de/projects/Microbrush2/

    And to that, there is a predecessor too: http://shrinker.beyond-veils.de/projects/Microbrush/

  • Shrinker
    • November 11, 2014 at 11:08 PM
    • #6

    Now this was quite a bit of work...

    [Blocked Image: http://shrinker.beyond-veils.de/temp14f/2014-11-12%20mb3%20clipping.png]

    Clipping is coming as intended.

    The two different patterns you see in the selection mask on the right side indicate two different selection sets that you can independently deselect or delete after such an operation.

  • Shrinker
    • November 15, 2014 at 1:59 AM
    • #7

    New version with the rotation and clipping tools now implemented.

    3-point clip:

    [Blocked Image: http://shrinker.beyond-veils.de/temp14f/2014-11-15%20mb3%203point%20clip.png]

  • Shrinker
    • November 20, 2014 at 12:09 AM
    • #8

    New maintenance release: http://shrinker.beyond-veils.de/projects/IterationX/Microbrush3/

    - when quitting with at least one view open, it now asks if you really want to

    - fine-tuned the grid a bit

    - can now reliably merge a big load of brushes (fixed the algorithm)

    - brushes not affected by an operation are not mysteriously hidden anymore under some circumstances

    - turned off the render data cache by default, then verified: It can handle more than one million brushes in a world.

    Yes, one million, because why not.

  • Shrinker
    • November 28, 2014 at 7:32 PM
    • #9

    Making progress with the interface... an actual workflow is slowly forming.

    This random stuff here took somewhere between 1 and 2 hours of build time.

    [Blocked Image: http://shrinker.beyond-veils.de/temp14f/2014-11-28%20mb3%20random%20stuff.jpg]

  • Shrinker
    • December 16, 2014 at 7:47 PM
    • #10

    Here is a little demo of me building some stuff live:

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  • clankill3r
    • December 16, 2014 at 10:49 PM
    • #11

    Looks really cool. I will try it out soon.

  • Shrinker
    • December 17, 2014 at 7:13 PM
    • #12

    I have just released a new work in progress version - the one used in the video - at http://shrinker.beyond-veils.de/projects/IterationX/Microbrush3/.

    It should already be pretty decent to use for a bit of productive brush making.

  • clankill3r
    • December 17, 2014 at 9:59 PM
    • #13

    I'm on mac. My nasa pc is stalled somewhere else

  • Shrinker
    • December 17, 2014 at 10:29 PM
    • #14

    Go for Microbrush-3-wip-2014-12-17.2.zip, just fixed a configuration mistake preventing the toolbar from working right. :/ Sorry.

    Hm, I only have capabilities to support the Windows platform at the moment. But because the editor uses bare Win32 API, OpenGL and .Net, it should be possible to run it with Mono and Wine.

  • Shrinker
    • January 3, 2015 at 1:19 AM
    • #15

    Had an idea for some kind of Lego budgeting plugin, and this is the experimental result.

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    This is the first time I've done some actual analysis of the world contents and reacted to it. The plugin can identify and count the different brick types, and the knobs are not generated inside of bricks. Also, the grid is easily configured to represent the proportions of normal Lego bricks.

  • Shrinker
    • January 23, 2015 at 11:40 PM
    • #16

    Spikey spikes!

    [Blocked Image: http://shrinker.beyond-veils.de/temp15f/2015-01-24%20Mb3%20spikes.jpg]

  • clankill3r
    • January 24, 2015 at 10:53 AM
    • #17

    what is it? And i tried your editor some time ago but all I had was a grey screen.

  • Shrinker
    • January 24, 2015 at 11:45 AM
    • #18

    That sounds like you didn't set it up correctly. After unzipping, run the "First start and tasty fresh cookies!.bat" file and follow its instructions.

    I'm working on curved patch mesh support.

  • Belgarion
    • January 28, 2015 at 4:29 AM
    • #19

    Pretty cool. I wonder if or how level design would be different if this kind of approach were used 15 years ago.

  • Shrinker
    • January 29, 2015 at 10:44 PM
    • #20

    Befriending Radiant for Quake 3 now. <3

    [Blocked Image: http://shrinker.beyond-veils.de/temp15f/2015-01-29%20Mb3%20patches%20radiant.jpg]

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