Microbrush 3 3D modeler for brushwork

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Hai

L1: Registered
Nov 7, 2015
38
74
The default grid cell size is 16 units and can be changed any time, like in Hammer.
I read and write VMF files and export to OBJ files. Using a third-party tool like Propper, one could build props from that geometry, but an actual mesh modeler like Blender or Maya is better for that purpose.
 

Hai

L1: Registered
Nov 7, 2015
38
74
Recent stuff:
Refurbished a few plugins and figured out that my neat spatial data structure for speeding up everything did not really speed up anything because I forgot to implement all the relevant prefiltering. It's in there now.

Made progress on the property stuff, can now associate string properties with brushes (no plugin yet) and worlds (plugin shown): https://twitter.com/Shrinker42/status/753599499214487552

Trying to add a cylinder and pyramid tool now, and other little things: https://twitter.com/Shrinker42/status/754792258327699456



Because right now it is shown to me, here's a quote of the original post (with a new picture) in case it vanishes again:
Hello there!

I'd like to present a little hobby project I am working on, a 3D modeler that could help brush out levels faster than in Hammer.
Microbrush requires Win7 or higher to run and renders using OpenGL 3.3. If your graphics driver is up to date, it should work.
Project page
A recording of me building a bit with it
A Twitter account where I also post

Ceq_YvCWQAEycOU.jpg:orig


At the moment, the focus is almost exclusively on brush work. The editor can't process texture or entity information yet, so please don't resave an existing world with it unless you want to get rid of all textures and entities.

It supports loading and saving
- its own textual or binary formats
- Half-Life 1 .map files
- Half-Life 2 .vmf files
- Quake 3 .map files

Additionally, you can run an export in its textual format with computed data (such as polygons) included, or export the same data as a Wavefront .obj file.

The business logic of the editor is realized using a plugin system, the sources for that are all shipped and compiled in the setup process.

If you're interested, download and unzip this mobile program, run "First start and tasty fresh cookies!.bat" and follow the instructions. For a reference of the configured shortcuts, have a look at the config.cfg file. To get started, I've written down a few pointers here.


Regards,

Shrinker

:)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Hey @Shrinker how is this coming along? I've been silently stalking this waiting for more things to get polished up and it seems like it's coming along very nicely. But with it being 7 months since your last update, that worries me that you've given up on finishing or improving upon this.
 

Hai

L1: Registered
Nov 7, 2015
38
74
Eeeek sorry for not replying, I need to enable notifications... so here's some info for people who randomly stumble into this.

I've ceased working on that level editor in favor of working on a level generator program, and I think one of the latter Windows 10 updates makes it crash. It was a good journey, but then I ran into Haskell and it impressed me so much that I even dropped this project which I have been working on for a big part of my post-university life. It was a big decision for me, and led me on an even better journey since!

The new project is at http://shrinker.seriouszone.com/projects/Badger/
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
I wish you success in your new project. Take a look at Oblige, a random map generator for classic Doom. It might or might not have some useful tricks for you.
 

Hai

L1: Registered
Nov 7, 2015
38
74
OBLIGE has been one influence, yeah. Unfortunately that project ceased development earlier this year.
It and other related projects I found are in the link list at the bottom of my project page. :)

If there's an interest for updates regarding Badger, I could make a new thread here. I'm just not sure if it would rather be a mapping help thread, since it's a separate thing, or a work in progress level thread, because ultimately I want to output actual levels.

Comprehensive updates were so far posted here over on Facepunch: https://forum.facepunch.com/dev/uroy/I-like-level-generation/1/

2018-10-12%20curvy%20extrusion%203.jpg

2018-06-02%20hex%20maze%20editor.jpg
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
OBLIGE has been one influence, yeah. Unfortunately that project ceased development earlier this year.
It and other related projects I found are in the link list at the bottom of my project page. :)

If there's an interest for updates regarding Badger, I could make a new thread here. I'm just not sure if it would rather be a mapping help thread, since it's a separate thing, or a work in progress level thread, because ultimately I want to output actual levels.

Comprehensive updates were so far posted here over on Facepunch: https://forum.facepunch.com/dev/uroy/I-like-level-generation/1/
So I'm not real educated on things like you're doing. How does one get a level to be generated with Badger? Do you have to fill in certain variables into a notepad and then based off of what you put it does its creative magic and makes a level for you? Or is it a more meticulous process where you start entering in some nitty gritty details to give it a better idea of certain aspects you're wanting to see in certain areas.
 

Hai

L1: Registered
Nov 7, 2015
38
74
Let's just look at the latest released Badger zip file and assume no programming skills at all.
1. unzip
2. in the folder "scripts\worlds", drag and drop t.bad (.bad = badger script file) onto "run %1.bat" (windows command prompt script)
3. you get a t.vmf in the same folder, which can be loaded fine with Hammer from Black Mesa

That's basically it. t.bad is the first actual level generation script, the others are just samples of stuff I've developed or tools. You can drag and drop each script like that to get vmf files to look at. If I can pull off generating whole playable and nice levels later on, they will be generated in just the same way, with little to no user input.

And now, if you are interested in the programming side a little bit, you can open the .bad files in a text editor (I recommend Notepad++ with C# syntax highlighting) and try to make sense of some things. In t.bad in particular, there is a variable "OuterRingDims" indicating how big in cells the level should be. The value in the middle (ivec3(..., here, ...)) determines how many walkable floors are made.
If you open "hex maze.bad", you can determine how big the resulting maze is by changing "cellsPerSide" in the function "main" at the end of the script.

It could be possible that later on a level generator script is parametrized like that, or with an extra config file or something like that.
There's just source code in the .bad files, code determining exactly what the generator should do, from the overall layout of a thing to the last detail of every coordinate and property of every brush and entity. It takes a bit of tinkering to change what it does.

Sorry for not responding quicker - I couldn't get mail notifications to work for this forum. Now I've tried to unwatch and rewatch this thread. o_x