Automated brushes

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Now supporting, N sided brushes!

day_01_2.JPG
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I say stairs, but that's just because their a pain to redo over and over, or in my case, a pain to copy, paste and clip.

Building stairs doesn't really require someone to code some third party open source software in order to generate them. You can just make some prefab instances. An hours worth of work at most.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Stairs is a nice practicle stepping stone for a later use though. As long as there is a lot of input options for the stairs, it'll be worthwhile.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Several people (3-4?) have had a go at random terrain generators on these forums, one of them even did a pretty good job, managing to make joining walls, ramps and 2 floors that resembled methodically created structures. Nobody got as far as making a solid building though and it looks like most of those projects just abruptly ended with no word.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Several people (3-4?) have had a go at random terrain generators on these forums, one of them even did a pretty good job, managing to make joining walls, ramps and 2 floors that resembled methodically created structures. Nobody got as far as making a solid building though and it looks like most of those projects just abruptly ended with no word.

Oh I never saw one that got that far, link pls?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Oh man, i know i referenced the guy in a post May of last year. I'll have a looksy and see if i can find the thread.

EDIT: Looks like i didn't reference a thread in my post and i'm gonna give up after searching through 39 pages of relavent threads. It's annoying, i vividly remember seeing a screen shot where the guy had an image attatchment which displayed orange blocks for walls, green for floors, red for ramps etc. I remember because i was so impressed despite frowning upon terrain generation. This is gonna really annoy me now...

EDIT2: From what i remember it was a simple brush generator with the intention of making buildings for him because he could never get them to look right or sit well together. He went on the principle of creating long and thin brushes which created walls and catwalks and you could control the frequency of each object generated, like the amount of ramps and the amount of walls and the amount of horizontal brushes that would form ceilings/catwalks/second floors. A bit like creating a new minecraft seed.

He couldn't make closed structures because the walls were obviously random. But he got some formations that were pretty close to actual buildings.
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Sum total of yesterday's work:
  1. Successfully read in any 6 sided brush
  2. Successfully generate random 6 sided brush
  3. Successfully write out any n sided brush
  4. Successfully search for a specific textured, n sided brush in the file and read it

Sum total of today's work:
  1. Fail at calculating the coordinates of a vertex based off any three planes

Damn it coding ability, why do you have to come and go like that!
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
- automated fixing up of models when you use the flip tool so they line up correctly (obviously this only produces desired results for symmetric models, i'm talking about things like crates, cinderblocks, and any symmetric models whose origin isn't centered)

- angled roofing can be a pain to set up if you want it to all line up neatly as well


from your list i'd say automated clipping would be nicest - e.g. find all uncovered top faces of brushes above a threshold height (user defined) and create a clip brush between there and the skybox above.

although i'd be interested in seeing the results of an algorithm to create random detail/map-edge buildings. it'd be a good inspiration tool at the very least.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
from your list i'd say automated clipping would be nicest - e.g. find all uncovered top faces of brushes above a threshold height (user defined) and create a clip brush between there and the skybox above.

although i'd be interested in seeing the results of an algorithm to create random detail/map-edge buildings. it'd be a good inspiration tool at the very least.

The list wasn't supposed to be options, just prompts for you to think about what you might really like.

Automated buildings is why I got interested 6 months ago. I'm working on stairs for now though. If I manage stairs, I suspect buildings might well be next
 
Feb 14, 2008
1,051
931
Out of interest, which language are you using?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Out of interest, which language are you using?

C++

It's all I know sadly, that's cause they teach it at Uni, the physics department seems to hold it up like an amazing and flawless language, which I know it couldn't be further from.


Were you listening to dubstep and consuming lots of energy drinks?
not enough of either
 
Last edited:
Feb 14, 2008
1,051
931
To be fair, apart from possibly Java, C++ is probably the best choice anyway - especially as mappers won't be looking for portability as it only need run on Windows.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
The list wasn't supposed to be options, just prompts for you to think about what you might really like.

Automated buildings is why I got interested 6 months ago. I'm working on stairs for now though. If I manage stairs, I suspect buildings might well be next

i've just managed to produce a staircase func_detail program in C++
Once i make it user-friendly + added the side-runner diagonals i'll upload it.

i'll prob also add a playerclip brush in there too since it'll have almost the same dimensions as a side-runner diagonal.


most annoying for me is how brushes are stored using 3 corners of the brush, identified via relative facing clockwise - i'm sure there's a better algorithm for converting between vertex points and this method then what i came up with since i wasn't really trying to do anything particularly elegant with the code.


edit:
if you don't like C++ what language would you prefer?
i find C/C++ is very powerful and great for most non-graphics based programs

although as someone with a masters in physics and in software engineering i can say that most physicists don't teach programming properly, so you might be fighting the language due to improper learning materials

what IDE are you using?
 
Last edited: