The Crowbar Editor Testing Thread [a0.02]

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Hammer doesn't have to do with valves or pipes or plumbing, though. A hammer is a tool and so is a crowbar. Albeit a crowbar is usually used for destroying things, rather than assembling...

I always assumed that the name Crowbar was just a Half-Life reference.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Moving an object in the a particular view should never move that object in the axis aligned with that view, ie, moving it in the top view moves it in the XY plane, and leaves the Z position alone.

However, your current 0.03 set up has it snap to the nearest gridpoint in all three axes when moved.

I'd also prefer if it didn't snap to the centre point for brushes. It's frustrating to make your 16 unit thick brush, then move it only to have it snap to the centre. It means you either have to continually work on one grid size lower than you want to or you have to continually move the sides rather than the brush as a whole.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
This implementation just makes use of the Ctrl key for snapping - holding it turns on snapping to half-gridlines. I'm aware of the snapping-in-all-axes bug and thought I'd fixed it, but obviously not. :p
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
Thought I'd post some progress - I've been very busy lately what with a fourth year group project, but I've spent some time avoiding revising for my finals by mucking about with the editor a bit more.

exdainS.png


I've got a rudimentary translation and scaling system working so far, and files can be loaded and saved in different JSON-based formats depending on whether you're going for file size, speed or human-readability. My next objective (amount of free time permitting) is to get some sort of brush creation tool working, then get texture editing support.

If people fancy mucking about (though admittedly there's not all that much to muck about with right now), a 64-bit Windows build is up at https://www.mediafire.com/?ckb2k8se8issbsj.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Apologies for bringing back an old thread, but I know you're not dead and I'd really like to know if there have been any updates on this project. There are just so many ways to improve on hammer and I'd love one that the community could pitch in to improve on as well.

Also, I second the name change idea. Any google search for crowbar leads me to the model editor.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I should point you to this thread for evidence of not-deadness: https://tf2maps.net/threads/vmf-viewer.30535/

To cut a long story short, I rewrote how the renderer worked soon after finishing my final exams last June because the way I originally did it was slow as balls. Since that was pretty much the core of the application, it's basically turned into a ground-up rewrite.

My major issue right now is that I only get 3-4 hours of free time outside of work, so that really limits how much I'm able to do on this per day. I can load VMFs and textures from VPKs now, which was a big bulk of work done; the next big thing is to actually put in editing tools like create, translate, scale, clip, vertex edit, etc.