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Microbrush 3 3D Modeler
Hello! :)

One of my hobby projects is a little 3D modeler/level editor for brush-based engines such as Quake or Source. I originally started working on it because I was really annoyed by how long it took to make basic brushwork in Valve's Hammer. Some inspiration for it stems from the Radiant series of level editors.

It requires Win7 or higher to run and renders its stuff with OpenGL 3.3. If your graphics driver is up to date, it should work. It's portable, so it just needs to be unzipped and can then be used from the target folder.

Project page: http://shrinker.seriouszone.com/projects/IterationX/Microbrush3/
After unzipping, 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.

Here I've recorded myself building some random stuff with it: https://www.youtube.com/watch?v=wjjB8MLjvJ4

This is a Twitter account to go with it: https://twitter.com/shrinker42

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.

Pretty much all the business logic in the editor is written down in plugin code that's compiled in the setup stage. To look under the hood, check out datasourcesplugins.
The grid supports being skewed/rotated or configured to display ellipses instead of parallel lines. The respective shader and also the shader used to color the brushes can be seen in datashaders.

Hope this is useful to some. :)

Edit: updated URL
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Pictures 
Shrinker 
You're doing an amazing job, it's just so sexy and looks so polished. 
 
A new version is available for download: http://shrinker.seriouszone.com/projects/IterationX/Microbrush3
* Added a tool to switch render modes
* Added a tool to layout views
* Added a better font
* Thinned viewport borders
* Polished some things 
This Will Be A Day For Me To Remember 
I got bindless textures to work in Microbrush. o_o

https://pbs.twimg.com/media/CdTysKQW4AAorMb.jpg:large

This test shader accesses textures from graphic memory wildly without any extra draw calls or stitching or anything else like that. I don't know yet how well it will scale, but damn, this feels good now. :D 
 
Status 
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 
Lol 
I forgot to implement all the relevant prefiltering. It's in there now.

I'm glad I'm not the only one who does something like this. Impressive that it ran with reasonable performance at all. 
One Step At A Time 
Finished the bulk of GUI stuff for new planned features, next I have to fill them with life.
https://pbs.twimg.com/media/CrIJk66XgAEBGoQ.jpg:orig

This will be a cool version 1.0.0, in 2028. 
 
I've tried to carve out textured rooms from a voxel space and bake that into brushes. I guess this could be useful for random level generation... hm...
https://twitter.com/Shrinker42/status/792919292127899648 
That's Cool 
 
Any updates on your project 
 
@PyroGXPilot:
Many new construction sites in the editor's plugin code (following my concepts) and leisurely slow development every now and then. The thing I've worked on the most lately are new camera controls.

My biggest concern, a crash bug that I found regarding bindless textures, is seemingly being worked on by ATI/AMD, so that's good. 
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