- Apr 22, 2009
- 144
- 27
Hi everyone!
I've posted a few maps here, and built many more, that just never made it to the site. I've spent countless hours lovingly crafting all sorts of mappy bits, and can honestly say Hammer just plain rocks, especially with sites like this.
I've been gone from the TF2 mapping scene for a bit, as a result of moving over to the Unity 3D engine to build mobile/other games, and life in general. Unity is an amazing engine, no doubt, but I have always, always felt it is missing the core of any good game engine- in-editor geometry construction, especially BSP style, the way Hammer does it. So fast, simple, and sexy.
Erm, lets get back on track.
ProBuilder for Unity 3D makes it possible!
fancy intro video: http://www.youtube.com/watch?v=Xgt-a6-1Y3c
Download the free demo, or check out more videos/tutorials/etc, right here:
www.sixbysevenstudio.com/probuilder
Basically, this tool, "ProBuilder", is meant to be a replica of Hammer for Unity 3D. I had been using Hammer for TF2 map modding (http://forums.tf2map...ead.php?t=16803, http://forums.tf2map...read.php?t=6398, others), and simply fell in love with how fast, intuitive, and powerful the BSP workflow was. Once I made it past the cliff-wall learning curve that is, haha.
When I started working in Unity, I immediately felt the lack of any construction methods was a serious problem. Using the built-in primitives was terribly tedious and limited, and doing the model-export-import-test-repeat loop was time consuming and just silly, for environmental geo. So, when the Asset Store popped up, I immediately went looking for something like Hammer's construction set- and found nothing! Long story short, I decided this had to exist, took a month off work, and taught myself Unity editor scripting while building "ProBuilder 1.0".
The first version was... useable, it added great functionality but really didn't fulfill the promise of replicating Hammer for Unity. After several more months of upgrading, learning, and building, plus lots of really great feedback from users, ProBuilder is at version 1.6.5, and it's getting very close to that goal! Better yet, ProBuilder 2.0 is in the works, and is a complete re-build from scratch, using C# instead of Javascript, a massively more powerful and flexible base, and boasting all the best features of Hammer! Ability to create special primitives (stairs, arches, cylinders, etc), smoothing angles, advanced UV control, etc- all coming soon!
So, that's the story on ProBuilder, and I really hope some folks here might enjoy it! Personally, as a long-time user of Hammer and UDK, this system feels like a must have for level building in Unity. I have really made every possible effort to make it simple, fast, intuitive, and powerful for level design, staying true to the Hammer editor...while skipping that nasty learning curve. Well, it was nasty for me at least, heh.
Comments/thoughts/etc welcome, I'd love to hear what this community thinks, and please help spread the word if you like the tool. Every bit of support helps to keep developing this and other tools.
I've posted a few maps here, and built many more, that just never made it to the site. I've spent countless hours lovingly crafting all sorts of mappy bits, and can honestly say Hammer just plain rocks, especially with sites like this.
I've been gone from the TF2 mapping scene for a bit, as a result of moving over to the Unity 3D engine to build mobile/other games, and life in general. Unity is an amazing engine, no doubt, but I have always, always felt it is missing the core of any good game engine- in-editor geometry construction, especially BSP style, the way Hammer does it. So fast, simple, and sexy.
Erm, lets get back on track.
ProBuilder for Unity 3D makes it possible!
fancy intro video: http://www.youtube.com/watch?v=Xgt-a6-1Y3c
Download the free demo, or check out more videos/tutorials/etc, right here:
www.sixbysevenstudio.com/probuilder
Basically, this tool, "ProBuilder", is meant to be a replica of Hammer for Unity 3D. I had been using Hammer for TF2 map modding (http://forums.tf2map...ead.php?t=16803, http://forums.tf2map...read.php?t=6398, others), and simply fell in love with how fast, intuitive, and powerful the BSP workflow was. Once I made it past the cliff-wall learning curve that is, haha.
When I started working in Unity, I immediately felt the lack of any construction methods was a serious problem. Using the built-in primitives was terribly tedious and limited, and doing the model-export-import-test-repeat loop was time consuming and just silly, for environmental geo. So, when the Asset Store popped up, I immediately went looking for something like Hammer's construction set- and found nothing! Long story short, I decided this had to exist, took a month off work, and taught myself Unity editor scripting while building "ProBuilder 1.0".
The first version was... useable, it added great functionality but really didn't fulfill the promise of replicating Hammer for Unity. After several more months of upgrading, learning, and building, plus lots of really great feedback from users, ProBuilder is at version 1.6.5, and it's getting very close to that goal! Better yet, ProBuilder 2.0 is in the works, and is a complete re-build from scratch, using C# instead of Javascript, a massively more powerful and flexible base, and boasting all the best features of Hammer! Ability to create special primitives (stairs, arches, cylinders, etc), smoothing angles, advanced UV control, etc- all coming soon!
So, that's the story on ProBuilder, and I really hope some folks here might enjoy it! Personally, as a long-time user of Hammer and UDK, this system feels like a must have for level building in Unity. I have really made every possible effort to make it simple, fast, intuitive, and powerful for level design, staying true to the Hammer editor...while skipping that nasty learning curve. Well, it was nasty for me at least, heh.
Comments/thoughts/etc welcome, I'd love to hear what this community thinks, and please help spread the word if you like the tool. Every bit of support helps to keep developing this and other tools.