Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

[V0006] Microbrush 2 Demo 2009/Q3 - Features

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
2,392
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Aug 14, 2009

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, speeding up the process. The property system is a key feature of MB2, allowing for connecting semantic information with the geometry and entities. I have already used a specially named string property, interpreted by a converter, to texture a small HL2 scene. So far I'm not working with any texture UV settings yet, that will be added later. Actually showing textures (such as very simple HL2-lookalikes) requires more effort from my side. The "intersection" feature was actually an accident, just a case I didn't consider in my merging algorithm, but it seemed somehow useful, so I kept it. I already have a grammar at hand, from earlier projects, for parsing .VMF files, so I could soon program a lossy .VMF import too. Sudden jumps in the video are a result of cuts. There might be an inconsistency with the current color value at one point, that's also because of a cut (it does not mysteriously change on its own :P).
There is a means to contact me listed on my homepage. I also respond to YouTube comments.

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 1 dislikes

Link to this comment:

Share to:

Uploader Comments (Shrinker42)

  • Seems very good, much better than Hammer and even UnrealEd for brush creating.

    Does it support per-vertex editing?

  • Nope, that would actually be a LOT of work to implement the way it is now, and I'd have to limit it very much to prevent invalid brush shapes :)

see all

All Comments (16)

Sign In or Sign Up now to post a comment!
  • Hm okay. The graphics engine invalidates its window so it is redrawn whenever a certain sys timer is triggered. That timer has its interval set to zero milliseconds, so it triggers all the time in Windows. When you move the mouse, an interpolation animation is used... but the menu background is animated too, so I don't know. Maybe WINE doesn't let the zero timer tick when there are no window input messages.

  • screen not updating I actually have to move the mouseview before the main menu fades away, and then as soon as I want to see if I made an object.That is description enough. But we'll see what adding the software at winehq appdb comes up with if you allow me?

  • The sex.

  • Oh Christ. Fare thee well, Hammer...

  • "Does not work right" is not a very accurate description, it could be that you are just pressing the wrong keys. Also no, I only officially support the Windows platform as of now.

  • Nah Shrinker, you are dying to tell me. Hehe.

    BTW, does not work right with standard settings in Wine. Isn't it possible to compile the software with Wine-dev now?

  • That is secret :P

  • Cool stuff, I really like it. What do you currently use it for yourself? ;)

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more