JOINER - An automated Brush Generator

YM

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Dec 5, 2007
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There is a min and a max, so you can just set them to the same value and have 100% regular beams. Then for things like a cylinder, it'd only place a beam between the two corner pillars if there's enough space for two of the smallest division. So if your min division is 128 units, you'll only get a beam on walls over 256 units.
 

YM

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SLIDERS! :D

Now you can tweak the dimensions to your heart's content

Sliders_02.JPG

Sliders_03.JPG

Sliders_01.JPG


Coming next is exporting to VMF. Then importing VMFs
 
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YM

LVL100 YM
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Dec 5, 2007
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Yes all those boxes take numerical input. I've put bounds on the sliders themselves but if you want to exceed those in either direction you can just type the number in.
 

YM

LVL100 YM
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After incredibly few problems, I've got it exporting to VMF format correctly. I'm amazed it only took me an hour from my first try at exporting to get all my brushes the correct shape and valid. Chalk that one up as a personal victory.

It's not exporting texture axes yet, so that's next on the list of things to do. Progress is great :)

Yellow.JPG
 

YM

LVL100 YM
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Dec 5, 2007
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Texture axes are once again doing my head in. I've cheated and fully expect it to come back and bite me. But it's working for now

nodraw.JPG
 

henke37

aa
Sep 23, 2011
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Why not just atan2 the vertex positions and then use the resulting angle in the transformation matrix?
 

KarmaPolice

L3: Member
Jul 25, 2009
108
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One feature that would be really useful - generating player-clip brushes for the supports so you don't get stuck on them/stand on them/etc.
 

Unh3lpful

L2: Junior Member
May 6, 2015
95
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Wow, this is incredibly useful. Thank you for this bump.
 

YM

LVL100 YM
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Not working on it, it'll still work though.
I was going to remake it in Unity so you could see the output before saving it, but I have a million other projects to work on. You know how it goes (Actually, eotl, blame eotl. I was working on the unity version until eotl development fired up full time)