Microbrush 2

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Re: Microbrush 2

Postby ghost12332 on Tue Aug 25, 2009 10:24 pm

I had the bottom set of trim, which was 2 default blocks tall. I cloned it all the way to the top, and shrunk it down 1 block (Youll see what I mean when you look at the image). I cloned it and moved it about halfway down, then if I remember right I started to move it back up when it was just like YOU FAIL. and died.

Awesome program though :D

'Bout 35 minutes to make, could prob cut that down to 10-20 if I didn't repeatedly screw up xD

Ignore the fucked up geometry on the left.... I highly suggest any testers inspect their cutting planes throughly before actually cutting :|
Image

My artistic interpretation, the whole building is actually even, the perspective is just making it look like one side is longer (Youll get it when you see the image).

Image

You really need to unbind A or whatever... I go out of fly mode, forget im out, hit a, and then my whole work disappears.... not cool ><
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Re: Microbrush 2

Postby Shrinker on Wed Aug 26, 2009 5:18 am

A only has an effect when there is exactly one brush selected. How about using the undo feature? (Ctrl+Z) Also, you can change that binding on your own in the config. The config's there for reason :P Hint: Keys 1-8 are not bound by default. Thanks for the description of what you did, I'll try recreating the crash with that. :) Minidump: Yes, good idea. Log: Yes, good idea... but blah :P I actually know what invalid std::vector access caused the crash, but the question is how the program could get into that undefined state in the first place. Could have logged a lot, yeah... hmh. Will see :D
Cuts can locally be undone with merges :)

Okay, I think I have an idea now what went wrong. There is a loophole introduced with the grid menu which I didn't consider before :P When you hit a key that is to trigger a function once, e.g. selecting all, then there is usually a check first whether you are currently locked in dragging something around or similar (anything that has a status display on the lower right), and whatever you've been doing is canceled then instead. That basically means you can cancel a move or cut operation at any point by pressing any key. In the grid menu, however, I entirely forgot implementing that logic, so you probably had movement or similar locked in, and performed another operation, such as cloning, without the operation in progress being canceled, essentially doing something that was never supposed to happen and totally messing up the data :D
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Re: Microbrush 2

Postby Deathbagel on Thu Aug 27, 2009 3:12 pm

How do I get microbrush 2? Where's the download?
Corigami wrote: constrained on the x and t axis but not by height


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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 3:19 pm

tundra_cool wrote:If you could make something similar to how terrain and curve patches work in Radiant I'd love you forever.

My mind is now set about this topic. That type of primitive will definitely be added. I could nicely output it as displacements for HL2.
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Re: Microbrush 2

Postby TicTac on Thu Aug 27, 2009 4:27 pm

Deathbagel, did you try the links in his sig? ;)
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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 4:35 pm

Nah, that is the predecessor. I sent him a link to the alpha via PM. Everyone who is interested in taking a peek gets it :P
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Re: Microbrush 2

Postby Sythen on Thu Aug 27, 2009 4:59 pm

Hey guys,

So I just wanted to show what I've made using Microbrush 2. This map was created on the spot from scratch. All of the map is brush work, designed with the intent of creating a detailed map. From there I had taken the map into Hammer, converted what was detail into func_details and began texturing and lighting. The "Complex" (as in structure, not complexity) map I'm working on, is still a work in progress, but so far I think it shows the detail that can be achieved by the use of Microbrush 2.

After using this software, I've found that MB2 does speed up development for mappers who decide to use brush work as a way of increasing detail. I've found that I'd say it speeds up my development by at least 4-6 hours of work. But that is to say, only to people who have used the software for a while and have gotten used to how it runs.

Image
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Let me know what you guys think, as I said it's only a work in progress I've still a lot to do!
- Scott.
Last edited by Sythen on Thu Aug 27, 2009 5:11 pm, edited 1 time in total.
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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 5:03 pm

OMG, what happened to the innocent lowercase function "f" icon? You made a **** out of it!! :O

Nice work anyway :D
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Re: Microbrush 2

Postby Sythen on Thu Aug 27, 2009 5:04 pm

xD I'm just working on the new icon's mate for my mb2 mod lmao! xD
I'll fix it soon :P
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Re: Microbrush 2

Postby TicTac on Thu Aug 27, 2009 7:07 pm

Shrinker, can you PM me the latest alpha, then? :D
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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 7:51 pm

Very soon. Just writing a little bit of documentation so ghost stops complaining :P

Oh hey, wouldn't this be cool in HL2? :D
Image
(regarding Q3-like bezier patches... :9)
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Re: Microbrush 2

Postby Echo51 on Thu Aug 27, 2009 8:13 pm

Im wondering shirnker, could you add a little popup text when you hover over the tools? :D

and yeah, that building, would rape source with round objects..
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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 8:22 pm

No tooltips. Rightclicking will give much more verbatim information. And Sythen will draw much better icons to patch in for the end-user :P
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Re: Microbrush 2

Postby Echo51 on Thu Aug 27, 2009 8:35 pm

Yeah, holding rightclick on it would work too, actually was my first thought XD
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Re: Microbrush 2

Postby Shrinker on Thu Aug 27, 2009 9:39 pm

Image
My hands hurt.
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