This is a demonstration of the current state of the general-purpose all-3D level editor I'm working on. Check out http://shrinker.beyond-veils.de/ or http://www.intercomm.com/shrinker/ (mirror) for more information. I hope to be able to augment the mapping process for Source Engine-based games (read: Half-Life 2) with it later. The feature set is getting a little more complete every week. Right now, face-drag is back in action, where when you press they key down, all planes over which the cursor position is are remembered, and as you move the cursor, an offset is added to a point on them. That comes in very, very handy when working with stairs and other general 3D architecture, as it provides a meaningful way of manipulating slopes too (i.e. they are not extruded in bad directions). The property system will be a key feature of MB2, allowing for connecting semantic information with the geometry and entities. The first step to outputting a textured HL² level would be maintaining the texture info in these properties. I didn't show a color property yet, as the means to edit property values are simply not implemented yet. At a later stage, I plan to have very basic textures, off which can be based more conversion information. The transparent clip plane has differently colored sides to indicate where the "original"/A-side and where the "copied"/B-side brushes are. You don't lose overview that way, and after clipping can deselect the respective side. Those quick arcs do not follow the formula a*x^2 -- mathematically speaking, they are series (i.e., the segment heights are added up). Sudden jumps in the video are a result of cuts.
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Awesome :3
ChJees2 2 years ago