It is currently Fri May 31, 2024 4:07 am
coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.



Property Name | Readable? | Writable? | Value Constraints | Default Value
-------------------------+-----------+-----------+-------------------+--------------
AxisAlignmentBiasPerc | Yes | Yes | >= 0 | 1.25
AxisLineWidth | Yes | Yes | >= 0 | 2
AxisX | Yes | Yes | | vec3(1, 0, 0)
AxisXNColor | Yes | Yes | | #660000
AxisXPColor | Yes | Yes | | #FF0000
AxisY | Yes | Yes | | vec3(0, 1, 0)
AxisYNColor | Yes | Yes | | #006600
AxisYPColor | Yes | Yes | | #00FF00
AxisZ | Yes | Yes | | vec3(0, 0, 1)
AxisZNColor | Yes | Yes | | #000066
AxisZPColor | Yes | Yes | | #4D4DFF
CellsPerMajorStep | Yes | Yes | > 0 | 8
CellsPerMajorStepAround | Yes | Yes | > 0 | 10
CircleResolution | Yes | Yes | | 0
CircleResolutionBase | Yes | Yes | > 0 | 10
CursorColor | Yes | Yes | | #FF8000
CursorLineWidth | Yes | Yes | >= 0 | 3
CursorPosition | Yes | No | |
CursorVisible | Yes | No | |
GridSnapCenterLines | Yes | Yes | |
GridSnapCircles | Yes | Yes | |
GridSnapX | Yes | Yes | |
GridSnapY | Yes | Yes | |
GridSnapZ | Yes | Yes | |
MajorColor | Yes | Yes | bool | true
MajorCountAroundAtRes0 | Yes | Yes | > 0 | #808080
MajorCountPerSideAtRes0 | Yes | Yes | > 0 | 36
MajorLineWidth | Yes | Yes | >= 0 | 24
MinorColor | Yes | Yes | | 1
MinorLineWidth | Yes | Yes | >= 0 | #BFBFBF
ModelviewMatrix | No | No | |
Origin | Yes | Yes | | vec3(0, 0, 0)
PlanarOffset | Yes | Yes | >= 0 | 0.006
PlaneSetupEnum | Yes | Yes | 0..2 | 0
ProjectionMatrix | No | No | |
RelativeCamPos | No | No | |
Resolution | Yes | Yes | | 0
ResolutionBase | Yes | Yes | > 0 | 2
SecondaryGridSnap | Yes | Yes | bool | false
SecondaryGridSnapRes | Yes | Yes | | - 5
SecondaryGridSnapResBase | Yes | Yes | > 0 | 2
ShapeEnum | Yes | Yes | 0..1 | 0
Property Name | GLSL Uniform Declaration | Notes
-------------------------+----------------------------------------+------
AxisAlignmentBiasPerc | uniform float axisAlignmentBiasPerc ; | TODO
AxisLineWidth | uniform float axisLineWidth ; | TODO
AxisX | uniform vec3 axisX ; | TODO
AxisXNColor | uniform vec3 axisXNColor ; | TODO
AxisXPColor | uniform vec3 axisXPColor ; | TODO
AxisY | uniform vec3 axisY ; | TODO
AxisYNColor | uniform vec3 axisYNColor ; | TODO
AxisYPColor | uniform vec3 axisYPColor ; | TODO
AxisZ | uniform vec3 axisZ ; | TODO
AxisZNColor | uniform vec3 axisZNColor ; | TODO
AxisZPColor | uniform vec3 axisZPColor ; | TODO
CellsPerMajorStep | uniform int cellsPerMajorStep ; | TODO
CellsPerMajorStepAround | uniform int cellsPerMajorStepAround; | TODO
CircleResolution | uniform int circleResolution ; | TODO
CircleResolutionBase | uniform int circleResolutionBase ; | TODO
CursorColor | uniform vec3 cursorColor ; | TODO
CursorLineWidth | uniform float cursorLineWidth ; | TODO
CursorPosition | uniform vec3 cursorPosition ; | TODO
CursorVisible | uniform bool cursorVisible ; | TODO
GridSnapCenterLines | | TODO
GridSnapCircles | | TODO
GridSnapX | | TODO
GridSnapY | | TODO
GridSnapZ | | TODO
MajorColor | uniform vec3 majorColor ; | TODO
MajorCountAroundAtRes0 | uniform int majorCountAroundAtRes0 ; | TODO
MajorCountPerSideAtRes0 | uniform int majorCountPerSideAtRes0; | TODO
MajorLineWidth | uniform float majorLineWidth ; | TODO
MinorColor | uniform vec3 minorColor ; | TODO
MinorLineWidth | uniform float minorLineWidth ; | TODO
ModelviewMatrix | uniform mat4 modelviewMatrix ; | implies grid origin
Origin | |
PlanarOffset | uniform float planarOffset ; | TODO
PlaneSetupEnum | uniform int planeSetupEnum ; | TODO
ProjectionMatrix | uniform mat4 projectionMatrix ; |
RelativeCamPos | uniform vec3 relativeCamPos ; | cam position - grid origin
Resolution | uniform int resolution ; | TODO
ResolutionBase | uniform int resolutionBase ; | TODO
SecondaryGridSnap | | TODO
SecondaryGridSnapRes | | TODO
SecondaryGridSnapResBase | | TODO
ShapeEnum | uniform int shapeEnum ; | TODO



















Shrinker wrote:Guys, Microbrush 2 had a little brother, a 3D 3D terrain editor named "Hangover" (yeah, that double-3D is intentional!). I have NO idea how I could generate HL2 displacement patches from the arbitrary models this tool spits out, but maybe I find a solution to that too later. A proper height field terrain editor would certainly be nice... and this would be the next step!
YouTube video about it: http://www.youtube.com/watch?v=8nwZiagv69g&hd=1







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