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 Post #1
 6th November 2009 Last edited by Technopath; 6th November 2009 at 05:13PM..
Gold Member
Dennab
November 2007
6,260 Posts
I noticed this tool over at Interlopers, it is an alternative to hammer with some peculiar tools that Hammer doesn't provide, like merging, 3 point clipping, paint selection, etc. This, along with Propper make your mapping much easier. It really makes you wonder why Valve doesn't update Hammer to provide tools like these.

Author (Sythen) Motivation posted:
I have gathered quite some experience with ID's Radiant editor and Valve's Hammer (formerly Worldcraft), and UnrealEd and QuArK and other editors. Sometimes, an editor provided a really outstanding feature, but it was always specific to a certain game. For instance, Call of Duty (1) Radiant brought a paint selection feature with it that was really nice to use. All those editors have different concepts on how they handle things, and one can easily miss things from one editor in another one. I am really bothered by software that makes you have to use the mouse for the most common tasks, software that makes you have to aim at everything precisely with your tiny mouse cursor. Such traditional interfaces can help the mapper waste a lot of time in their normal work. A slow workflow can cause frustration and a total lack of motivation, so maps are begun but never finished.

I spent a lot of time making up my mind on how to improve the work speed, and all the results of my research are packed into this program. User studies with countless interested people have shown that this program runs much more stable than the average industrial level editor, and that its streamlined interface makes it a very intuitive and immersive experience. With this software, I also wanted to be future-proof, so I put a lot of effort into the file formats and conversion mechanisms that are shipped both as binaries and in source. MB2 not only has a unique interface that you have never seen before, it also has a very powerful property system. Whatever you want to model scenes for, you can associate unbounded amounts of typed information with each brush face and interpret that in any way you like in your conversion and processing. Suppose you wanted to mess around with shaders... here, it would be an idea to simply attach GLSL or HLSL scripts in source to the brush faces.

During development, I concentrated on a very specific application of this editor: Mapping for the Half-Life franchise and the Source Engine by the Valve Corporation. Because of that, there are converters packaged with each release which allow the end-user to export and import VMF files, which are compatible with Valve's tool chain. At the moment, brushes and texture info are retained, making the tool an effective aid for augmenting and speeding up the mapping process for their games. The possibilities for using MB2's output are limitless. The editor can also handle really large amounts of graphical primitives, as they are persisted in a self-organizing data structure which actually reacts on your input.
Some Features posted:
- The software is free of charge for non-commercial use.

- Runs on the Windows platform, has been confirmed to work fine in WINE too.

- All-3D, very immersive editing experience with proper visual aids and easy navigation.

- An editing experience you have never seen before in any other editor, a new one that breaks with the traditional paradigms for a better workflow.

- Extremely consistent tool behavior, no matter what you do.

- Widely unrecognized brush operations such as merging and cutting along arbitrary planes are supported.

- The very powerful property system that allows you to customize your scene in any way you want.

- XML interchange format to convert to: if you persist your files in this format, you can easily process them and are also future-proof, no matter what happens to this or your target project.

- Newbie Menu to give beginners a good start and get them to learn all the shortcuts quickly.

- Clingy 3D grid which follows smoothly you wherever you go.

- Packaged support for augmenting the mapping process for the Source engine by Valve.

- Very, very easy to manipulate configuration for virtually everything in the program: configure everything from key bindings to color schemes, from help texts to the positions of layout elements.

- Everything's focused on allowing you to work as fast as possible: manipulate tens of thousands of brushes at once, but still have full control over each individual one.

- Scalability: work on the most tiny details just as good as you work on manipulating the biggest structures.

- This is a portable app, it stores its config in its own directory, and there is no install needed -- just unzip and run.
Videos (older to newer)

Project URL
http://shrinker.beyond-veils.de/projects/Microbrush2/

Download
MicroBrush 2 + Samples
 Post #2
 6th November 2009
Gold Member
morrowindsky's Avatar
July 2007
2,002 Posts
Neato. I'll have to check that out tonight.
 Post #3
 6th November 2009
TH3_L33T's Avatar
June 2006
895 Posts
I don't see why you need alternative programs to make maps... Hammer is there for it it really isn't that hard to learn.
 Post #4
 6th November 2009
Gold Member
Dennab
November 2007
6,260 Posts
I don't see why you need alternative programs to make maps... Hammer is there for it it really isn't that hard to learn.
I know how to use Hammer, I'm just showing people an alternative, MicroBrush 2 has a more intuitive interface, it's kinda like a Sketchup specialized for Hammer. People over at interlopers are saying that it's much easier to use and you get stuff done faster (brushwise), it's also great for optimizing since you can select all the brushes in the map and merge automatically all the ones that can be merged.
 Post #5
 6th November 2009
Gold Member
hexpunK's Avatar
August 2008
10,311 Posts
This could be interesting. Merging will be a godsend, as I hated having to use grouping, sometimes it just wouldn't group when I hit the hotkeys. And does it rely on much of the SDK? I'd love to be able to bring it in to college with me so I have something to do while I wait for my bus home.
 Post #6
 6th November 2009
Dennab
September 2009
1,878 Posts
What about props/textures/entities?
 Post #7
 6th November 2009
Gold Member
Dennab
November 2007
6,260 Posts
This could be interesting. Merging will be a godsend, as I hated having to use grouping, sometimes it just wouldn't group when I hit the hotkeys. And does it rely on much of the SDK? I'd love to be able to bring it in to college with me so I have something to do while I wait for my bus home.
It doesn't depend on the SDK, I think you can associate textures with colors right now so if you associate a concrete texture with a light grey color you can then export it to hammer and it will keep that texture where the grey color was, the author is planning on adding full texture support later on.

Edited:

What about props/textures/entities?
Right now they have to be added through Hammer (except for the small texture support) but editing a map made with Hammer in MicroBrush 2 won't delete any props/textures/entities, once you go back to Hammer everything will be where it was.

Keep in mind this is mostly made for brushwork, so you can take this small app anywhere and design your maps, come home and open up in Hammer for texturing/decorating/placing entities.
 Post #8
 6th November 2009
Gold Member
hexpunK's Avatar
August 2008
10,311 Posts
Sounds better and better, I might get it just to mess around in.
 Post #9
 6th November 2009
Gold Member
Dennab
August 2008
2,710 Posts

-snip-


Right now they have to be added through Hammer (except for the small texture support) but editing a map made with Hammer in MicroBrush 2 won't delete any props/textures/entities, once you go back to Hammer everything will be where it was.

Keep in mind this is mostly made for brushwork, so you can take this small app anywhere and design your maps, come home and open up in Hammer for texturing/decorating/placing entities.
Does this mean all brushes created through microbrush will be nodraw? what is the default face texture? I hate making a map in hammer and find my self getting al caught up in texturing when i realize i should be worrying about brushwork <_>
 Post #10
 6th November 2009
BillyTalentx's Avatar
December 2007
1,059 Posts
Although Hammer isn't exactly complex. This does sound intriguing.
 Post #11
 6th November 2009
Hellsten's Avatar
November 2008
1,234 Posts
I don't think I will use this rather than Hammer, but it looks like fun to try.
 Post #12
 6th November 2009 Last edited by Dlaor; 8th November 2009 at 09:28AM..
Gold Member
Dennab
June 2007
8,686 Posts
Interesting.

I love how I, by posting one single word, have received a bad spelling, dumb and bad reading rating.
 Post #13
 6th November 2009 Last edited by Dj-J3; 6th November 2009 at 07:43PM..
Dj-J3's Avatar
November 2008
3,781 Posts
-snip-
 Post #14
 6th November 2009 Last edited by esalaka; 6th November 2009 at 08:08PM..
esalaka's Avatar
July 2007
1,894 Posts
I can't figure out how to navigate in 3D space in MicroBrush o_O

Edit:
Escape key >.<
 Post #15
 6th November 2009
Gold Member
kukiric's Avatar
July 2006
4,180 Posts
VBSP already merges every merge-able face in the map.

Edited:

Also you do know hammer mappers fear the word "Microbrush", right?
 Post #16
 6th November 2009
Gold Member
Dennab
November 2007
2,026 Posts
VBSP already merges every merge-able face in the map.

Edited:

Also you do know hammer mappers fear the word "Microbrush", right?
That's what I thought, I was like "what the hell have they made now" and was expecting some kind of follow up on that "my friend uses Carve to make terrain" thread.
 Post #17
 6th November 2009
Gold Member
kukiric's Avatar
July 2006
4,180 Posts
For some reason I can't work with a 2D grid and every button on the interface. I mean, I was just born for professional tools. At least it's brush-based.
 Post #18
 6th November 2009
esalaka's Avatar
July 2007
1,894 Posts
Hmh, I gotta admit that it's slightly confusing at first, but if I'd learn the shortcuts, it'd probably make creating the geometry of my maps much faster.
 Post #19
 6th November 2009
Iconic's Avatar
December 2008
196 Posts
As fucking awesome as those videos make it look I think I would be just as efficient on hammer.
 Post #20
 6th November 2009
Gold Member
limulus54's Avatar
August 2008
6,033 Posts
I'm not so sure about this. the nature of most of my maps really requires a x/y/z/3d interface.
 Post #21
 6th November 2009
ilovehalo's Avatar
September 2009
289 Posts
this is cool. merging would be a great addition to hammer.
 Post #22
 6th November 2009
Dennab
September 2009
1,878 Posts
Could I run this on a memory stick?
 Post #23
 6th November 2009
Gmod.com Admin
PieClock's Avatar
August 2006
13,889 Posts
Could I run this on a memory stick?
Yes.
 Post #24
 6th November 2009
Gold Member
Deruu's Avatar
December 2007
421 Posts
Surprisingly easy to pick up, I could imagine using this for brushwork.
 Post #25
 6th November 2009
Dennab
September 2009
1,878 Posts
is there some sort of tutorial?
 Post #26
 6th November 2009
Gmod.com Admin
PieClock's Avatar
August 2006
13,889 Posts
is there some sort of tutorial?
Right click on the tools and it will explain everything.
 Post #27
 6th November 2009
Dennab
September 2009
1,878 Posts
Right click on the tools and it will explain everything.
Tools? where's that?
 Post #28
 6th November 2009 Last edited by Firegod522; 7th November 2009 at 12:29AM..
Gold Member
Firegod522's Avatar
March 2008
6,141 Posts
Tools? where's that?
In the F menu.
 Post #29
 7th November 2009
Gold Member
Dennab
November 2007
6,260 Posts
Example of a map made with Microbrush 2
 Post #30
 7th November 2009
BloodYScar's Avatar
May 2005
1,825 Posts
looks really really interesting. faster than hammer. gonna check it out
 Post #31
 7th November 2009 Last edited by war_man333; 7th November 2009 at 09:25AM..
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
It's not really that easy to get into it, the controls are frustrating.
Though the selection/deselection system is excellent.
FaceDrag works like shit.
 Post #32
 7th November 2009
Gold Member
Dennab
November 2007
6,260 Posts
Yeah, the coder of Microbrush 2 really needs to make a simple easy to use GUI, the one right now is quite confusing.
 Post #33
 7th November 2009 Last edited by war_man333; 7th November 2009 at 09:47AM..
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
Yeah and make FaceDrag actually work, it refuses to drag in the direction I want :(

Also I kind of take it back about the selection system, it's now useless again lol.
 Post #34
 7th November 2009
Gold Member
Dennab
February 2005
8,107 Posts
I don't see why you need alternative programs to make maps... Hammer is there for it it really isn't that hard to learn.
Because Hammer is like all Valve programs. Hacky code piled on top of more hacky and buggy code. You also never know when Valve feels like releasing an "update" that may or may not break everything, cause random crashes or make Hammer fail to work at all.

Hammer is also a staggering 13 years old and has had extremely few features added to it over that exorbitant period of time. I've been wanting a viable 3rd party editor for Source for years, I'm sick of the monotonous way of having to do things (IE. the shitty displacement editing system, when it could be more like QER's patch system.)

Any program that takes the monotony out of mapping and makes it actually fun it better.
 Post #35
 7th November 2009
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
Yeah, and Hammer isn't exactly lightweight either.

Edited:

Also how do you measure a brush?
 Post #36
 7th November 2009 Last edited by Shrinker42; 7th November 2009 at 10:14AM.. (Reply to war_man333)
Shrinker42's Avatar
November 2009
66 Posts
Hello there. Somehow FP's activation mail kept getting refused by the German mail provider I'm with, so I had to register twice and leave a dead "Shrinker" account :(

Let me make a few statements on all posts posted so far:
TH3_L33T: Yeah, Hammer is easy to learn. My tool is there to augment the process, to help make brush work faster, not to replace hammer.

Technopath: There is no feature to merge together all eligible brushes. There is a feature to merge together the selected brushes, to be used when they properly line up.

hexpunK: There is no SDK dependency at all, and it is a portable application.

IRN Zombie: props no, textures yes, entities no

Technopath: It works a little different. Textured faces (with a string property named "material") are visualized in green color. There is a feature, enabled by default, to emphasize faces with the current value. As you click to pick the current texture value of a face, all those with the same value become highlighted. During conversion, only textures and brushes are preserved at the moment.

Magman77: Only those faces which do not have a texture assigned will be nodraw.

kukiric: But Microbrush is such a beautiful name, isn't it? :D What are you referring to afterwards? The grid is part of the 3D world, so I'd consider it a 3D grid. Also, the interface is just there to train you to get used to the shortcuts. You can always see the shortcuts assigned to a function if you rightclick it.

esalaka: Yeah, if you got used to the shortcuts, it should make brushing faster. That was actually the intention :D

limulus54: Yeah I know, experimenting with new paradigms here. For a nice overview, you can always go to the converters directory and dump an SVG graphic of your map. X/Y/Z should be easily distinguishable for you though, no matter where you are. By default, there is a little direction guide to the bottom left.

IRN Zombie: Two friends have already agreed to making tutorials, but real life is holding them back :( And I lack the time too. Maybe someone who got used to the tool could make a tutorial sometime...

war_man33/Technopath: Once you got used to this kind of interface (= no graphical interface, just visual aids), you might appreciate the immersive experience it offers :9

war_man33: Facedrag only drags faces along the brush normals, just like in Radiant. It is a feature that is difficult to explain, yeah. There is no shearing or vertex editing, as those require quite an extra effort I am not willing to make yet. Those require converting the brushes to a mesh representation, and I must also prevent malformed brushes... A friend once claimed that vertex editing is such a simple feature, but here, it is not, because the brushes and means of manipulating their planes are what this whole thing evolved around.

GiGaBiTe: Quake-style patch meshes are in my plan.

war_man333: The measurements are defined by what the converter for the target platform does. In this case, one default grid unit is 16 Source Engine units wide.
 Post #37
 7th November 2009
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
Sweet.
And my shortcuts suddenly stopped working, what did I do?
And can you make another 'visual aid' in the newbie interface so you can see what too you currently have selected?

 Post #38
 7th November 2009
Shrinker42's Avatar
November 2009
66 Posts
Hm, marking which one is selected is a good idea. I shall note that down in my todo. If all shortcuts stopped working, the config file might be broken. If you can recreate the situation, I'd like to know how to do that.
 Post #39
 7th November 2009 Last edited by war_man333; 7th November 2009 at 10:25AM..
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
I can't exactly recreate it, I just got frustrated and bashed every single key on my keyboard...
I'll just re'install' it.

Also the config was broken, original config is 6,5 kb or so, the broken one was only 3,1.
 Post #40
 7th November 2009
Shrinker42's Avatar
November 2009
66 Posts
You just need to overwrite the config with the original config :)
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