2019 New link to project page: https://hai.dogpixels.net/projects/Badger/ Link to new knockout.chat thread: https://knockout.chat/thread/1846/1 New link to Twitter: https://twitter.com/bestyeen/ - - - - - 8< - - - - - - Hello there. As originally posted in this thread, I've aborted my level editor project and focused on a little tool to do some level generation research. The tool is named Badger and can be found here or here. It targets the Black Mesa version of the Source engine and all scripts are tested with the Black Mesa version of Hammer. Using a bit of copying forth and back, the techniques from the tool can be harnessed for Team Fortress 2, too. I've added a bunch of scripts lately that can modify existing vmf files. One current example is entity support for skewed textures as portrayed in the tutorial here. The tool scans a vmf for entities with special names and properties, and applies uv projections to some brush faces. It requires a bit of getting used to, but should ultimately be easier to use than the method with the texture alignment from the camera. Here's a result with the control entities preserved: (^ This script requires textures to be registered in data\tex dimensions.txt) Here's another tool to rotate props within a given radius of a control entity randomly about their up axis: And today I've made a script to detect mirrored textures and mirror them about their horizontal axis: My earlier work involves, among other things, curvy extrusions: ^ Those are not yet very accessible because the user would need to edit the script, but I hope I can make a version of those with control entities later on, too. More info about this can be found in my first thread about this over at facepunch and on my twitter. Hope it's useful to someone.