Forum posts

Posted 4 years ago2018-06-03 22:23:52 UTC
in Modular level design in Half-Life? Post #339800
Your modular system is quite amazing!
I'm hoping to see more of it here. :3
Posted 4 years ago2018-06-03 17:36:59 UTC
in SharpLife - Dot Net Core based modding p Post #339797
I think that this is an awesome project.

Always happy to see somebody else working on a project idea that's so ambitious it seems impossible, but slowly coming up with results. :D
Posted 4 years ago2018-06-03 10:15:07 UTC
in TWHL4 Discussion / Bug Reports Post #339785
TWHL looks nice and works well.

But I am here to vouch for removing the auto-locking of threads. People coming here with complicated projects that need a few months between updates find their threads locked after 90 days. And then you are naturally hesitant to open up a new thread just to continue the original thread - which has the feeling of using the forum wrong or posting unwelcome spam.
I found this thread recently and wanted to post my appreciation, but I couldn't:
Likewise, I've posted about my own stuff here long ago where there was a lot of work involved for little attention. A normal update to the respective thread couldn't be made later on and I didn't want to bother the community with new dead thread stubs.

The merit of autolocking is that you don't have to deal with necro-bumps, but as it's configured now, I'm convinced that this downside outweighs the hassle occasional moderation of an unjustified bump greatly. It would be great of the timeout was removed or bumped up to at least a year.

Thanks for all the work you've invested. :)
Posted 7 years ago2015-05-14 13:54:23 UTC
in Microbrush 3 (thread continued) Post #325548

I've just put up a patch here addressing a crash and other stuff:

This was the old thread:
Clicking on "Thread Bump Request" gave me the error message "This thread doesn't exist.", which is weird, because it does exist.

Anyway, hope you like.
Posted 7 years ago2015-02-09 20:59:27 UTC
in Microbrush 3 Post #323851
The new version with Quake 3 map support is available here (
Might have to hit F5 once because screw the browser cache mechanisms. :I
Posted 7 years ago2015-02-04 21:44:49 UTC
in Microbrush 3 Post #323662
New grid functionality ported over from Microbrush 2:

I think I'm ready for a new little release version soon. So much has been improved and so much was added since the last version, including that Quake 3 map support.
Posted 7 years ago2015-02-01 12:12:00 UTC
in Microbrush 3 Post #323600
Thank you!

Yeah, I hope I can also contribute knowledge and technology over time.
Microbrush 2 was indeed a bit difficult to play with because the UI experience had a really low priority for me back then. Things changed now. You couldn't rebind the camera keys. - You can now. There was no focus on using a UI to interact with the editor. - There is now. There was only one view. - There are now multiple loaded worlds and multiple views per world. There was no 2D view. - There is now a plethora of settings for configuring any kind of perspectivic or parallel projection imaginable. And the main toolbar got a very elaborate help system, hidden behind the [?] button - and this help system will grow into the rest of the editor too.

Microbrush 2 ended up in maintenance hell because everything was hardcoded. Microbrush 3 has very strict and clean interface borders between common editor code, game-specific code, hardcode and plugins. On the way to where I am now, I've developed a Minecraft editor based on the same foundation, but that project is now frozen indefinitely.
Posted 7 years ago2015-01-31 22:38:12 UTC
in Microbrush 3 Post #323588

I am working on a little level editor/3D modeler that is not meant to do all the stuff a full editor like Hammer/Radiant/Sledge/Trenchbroom does, but augment the level editing process a bit. I'm embracing the math of brushes (and now also curved patch meshes) and trying to build a powerful tool around it. The thing is programmable out of the box without third-party tools and supports a variety of level formats (HL1 .map, HL2 .vmf, Q3 .map). While my focus is very narrow at the moment (mostly just the bare geometry), I hope that someone who got a bit used to it can brush out their level a lot faster with it than with other editors.

Here is a video of it in use:
And a video from today showing my first steps with curved patch meshes:

An old and a new pic (new pic showing the export to radiant):
User posted image
User posted image
At the moment, I can not offer a polished 1.0.0 release of it yet as my todo list is still very crowded... but I'm actively working on this every other day. :)
Work in progress versions can be found here.

The editor is a standard Windows application and uses OpenGL for rendering.

I'll share updates in this thread.