Microbrush 2

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

Re: Microbrush 2

Postby Shrinker on Sat Dec 19, 2009 7:24 pm

A lot of people told me that they'd like the newbie menu function which is currently actively overriding the left mouse button highlighted.
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Now these can pop out a little :D
2.1.0 is to be released in a few days, with much much much more complete VMF conversion support and a lot of new features for MB2 itself.
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Re: Microbrush 2

Postby Shrinker on Tue Dec 22, 2009 3:16 am

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Re: Microbrush 2

Postby Armageddon on Tue Dec 22, 2009 3:20 am

cool
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Re: Microbrush 2

Postby Shrinker on Tue Dec 22, 2009 3:34 am

Hmm... I got banned from Halflife2.net Steam chat a few seconds after posting that information. Some communities are horribly newbie unfriendly.
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Re: Microbrush 2

Postby Gary on Tue Dec 22, 2009 3:35 am

This looks interesting, the main thing that puts this down in my opinion is the fact that you can't place entities or textures. Also, it from the looks of it, you want to be able to export brushes as models? There a program called Propper, it can make brushes into physical or static models.

Good work, keep it up.
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Re: Microbrush 2

Postby Shrinker on Tue Dec 22, 2009 3:44 am

You can place entities and textures. Just convert a VMF to a MB2 scene and happily edit around in there. I don't aim for exporting brushes as models, but as normal Source Engine levels. It is a level editor.
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Re: Microbrush 2

Postby Gary on Tue Dec 22, 2009 4:57 am

Shrinker wrote:You can place entities and textures. Just convert a VMF to a MB2 scene and happily edit around in there.


Ah, I didn't notice it did that, I will try it out now.

Shrinker wrote: I don't aim for exporting brushes as models, but as normal Source Engine levels. It is a level editor.


I just recall reading on the first page that it was a request. Anyways, models are useful for keeping compiling fast and cutting down map file size depending on the scale of the brush.
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Re: Microbrush 2

Postby Jerry60k on Tue Dec 22, 2009 5:00 am

Just to state I no longer get any errors trying to run the program.
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Re: Microbrush 2

Postby Shrinker on Tue Dec 22, 2009 1:15 pm

Oh, cool :D
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Re: Microbrush 2

Postby Corigami on Tue Dec 22, 2009 3:24 pm

Gary wrote:I just recall reading on the first page that it was a request. Anyways, models are useful for keeping compiling fast and cutting down map file size depending on the scale of the brush.

Model don't always keep compile times faster if you calculate vertex lighting on static models, and brushes usually will make for a smaller file size than a texture and model zipped into the bsp. Also, you shouldn't be modeling in hammer or microbrush. Both work with only convex polygons and all of those polygons must be 1 source unit or larger, which are huge restrictions. You also can't texture your models in either programs. If you need a model made, use a 3d modeling package and not a level editor.
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Re: Microbrush 2

Postby Terr on Tue Dec 22, 2009 6:57 pm

Shrinker wrote:Hmm... I got banned from Halflife2.net Steam chat a few seconds after posting that information. Some communities are horribly newbie unfriendly.


'Spose they do it automatically due to bot-spam?
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Re: Microbrush 2

Postby Shrinker on Tue Dec 22, 2009 7:40 pm

No, it was a moderator, one that forgot about the widely known chat feature of "kicking". I posted at HL2Net about that issue and someone else lifted the ban then. Still, that was pretty bad.
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Re: Microbrush 2

Postby Shrinker on Thu Apr 01, 2010 9:16 am

I am making progress on a proper grid size display. In my development version, it already shows the size whenever it's changed, but in MB2 units. To tackle the problem of displaying the units in a proper scale that complies with Hammer, I am adding a kind of target platform profile mechanism. A fellow user complained that there was no display of the dimensions of what is currently selected, so I'm considering to add a display of the bounding box size as flat numbers projected onto the 3D grid, which should look cool.

I am now seriously planning to add smoothly curved patch meshes with 9 control points like those seen in id's Tech 3 and Tech 4 engines (Quake 3, Doom 3), which shall integrate seamlessly with the established editing processes and also be exportable to HL2 as displacements. I am undecided about "interpreting" displacements from HL2 yet, but we'll see what comes. I feel that brushes alone just don't cut it, and I really loved the curved patch meshes.

Happy first of April.
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Re: Microbrush 2

Postby Echo51 on Fri Apr 02, 2010 10:10 pm

Good to see you still working on this :)
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Re: Microbrush 2

Postby Shrinker on Sun May 09, 2010 7:42 pm

Heads up: New version (2.2.0) ... most notable change: The grid size is finally displayed, and that's in Hammer units by default :P
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