News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
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. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.