Microbrush 2

Reveal what you have made so far and get feedback on development.

Re: Microbrush 2

Postby Phott on Sun Oct 25, 2009 1:12 am

Wow Sythen, that's hot!
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Re: Microbrush 2

Postby Echo51 on Sun Oct 25, 2009 10:34 am

vexx wrote:MB2=Very advanced google sketchup.

Thats what I see it as. this would be great if you want to make a map but not want to install steam on your laptop or another computer.


True, and then use batch compiler and some fiddling to compile it :D
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 12:07 pm

Noooooo! Praise me instead!!
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Re: Microbrush 2

Postby Sythen on Sun Oct 25, 2009 1:58 pm

New screenshots everyone! =]

I've started texturing, and as I didn't use the correct way of texturing in MB2 before I exported to Hammer.. I had to spend the last.. 3 hours texturing =D lol Anyway, so far it's going well. However due to the lack of reference images available of this location, I don't quite know how I'm going to make a stairs up to the next floor and so on. I was thinking that it would be excellent to have an elevator shaft.. Could be a great way of scaring the player..

(Yes I do plan on this being a horror map)

Anyway Screenshot time!

Screenshots:
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Let me know what you guys think, and if any of you could find any references that I could apply to this in terms of a staircase, that would be awesome.

(Also, all the window frames, and extra pillars have been made into Func_details, so everything's optimized too =D )

Thanks,
- Scott.
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Re: Microbrush 2

Postby Phott on Sun Oct 25, 2009 2:18 pm

How do you know it's the correct size for the player? I mean from inside Microbrush.
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 2:22 pm

Easy to remember rule of thumb: 1 default grid unit = 16 Source Engine units.
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Re: Microbrush 2

Postby Sythen on Sun Oct 25, 2009 2:27 pm

Yep pretty much, I tend to press 'Q' inside MB2 every so often to refresh the grid size in MB2 to it's default, just so I remember what size is what. I'd be handy if there was some form of reference object you could add -nudges Shrinker- like a very basic mannequin or... A stickman that is size in respect to the player_start in hammer..

Just a suggestion >.< lol
- Scott.
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 2:45 pm

Start a new scene by making such a patented "mannequin box" yourself :P
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Re: Microbrush 2

Postby Phott on Sun Oct 25, 2009 3:57 pm

Hmm.. I'm getting more interested in this Microbrush, I'm gonna check it out further in the near future.
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 4:10 pm

I'm doing my best to make a first public release soon. We already left the beta stage :)
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Re: Microbrush 2

Postby Psy on Sun Oct 25, 2009 4:37 pm

Do you plan to include some sort of model export tool?
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 5:17 pm

Nope, not for the model format used in HL2. Anyone proficient with a certain model format can make that with ease though... xml interchange format and opensourced utilities, you know :D

I already did export to my own little polygonal model format from it, that worked rather well.

Oh and hey, there's already a vmf->model exporter we all know of... so... :D
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Re: Microbrush 2

Postby Psy on Sun Oct 25, 2009 7:38 pm

There is? The only one I found was Propper and it doesn't work with the OB engine. :(
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Re: Microbrush 2

Postby Sythen on Sun Oct 25, 2009 7:53 pm

Unless.. Shrinker would be so kind and spend a few moments of his time to add a model export or converter to his list of TODO's after the release of MB2?... =D
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Re: Microbrush 2

Postby Shrinker on Sun Oct 25, 2009 7:57 pm

Oh, I didn't know that it doesn't work with the most recent version of the engine.
I'm sorry, but for now I can't take care of that... so your best bet is bugging the author. :)

Today is a good day: two todos tackled, no new todos spawned :P

And 36 remaining...
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