• JOINER - An automated Brush Generator
    38 replies, posted
this tool is neato burrito I wonder if someone will make a combination Greeble-Propper cause procedural stuff is awesome.
Metallics, I've found that I've reached a.point where I'm using as much copy pasta as possible from my previous maps as possible to save time. Having made many maps all for TF2 there are certain things that I want to replicate in every single map because they all share a common architecture and art style. I had a pretty efficient way of copy and pasting beams and stairs into place but I still always had to make at least the first set and it's still a tesious and time consuming process. So I made this, yeah It will [I]always[/I] require tweaking aftwrwards but overall it uses less of my time to make something that's just a mundane job. Every TF map I've made needs beams, now I can make them in a fraction of the time including touch ups. Yeah it [i]could[/i] lead to new mappers being lazy but since I already know how to make what Joiner does for me, it's just an efficiency tool, the same as modular assets that basically every non-source game uses. The question is, where are you willing to draw the line in timesaving tools? Personally, I think source has HUGE areas that still need to be optimized.
[QUOTE=Youme;35493889]Metallics, I've found that I've reached a.point where I'm using as much copy pasta as possible from my previous maps as possible to save time. Having made many maps all for TF2 there are certain things that I want to replicate in every single map because they all share a common architecture and art style. I had a pretty efficient way of copy and pasting beams and stairs into place but I still always had to make at least the first set and it's still a tesious and time consuming process. So I made this, yeah It will [I]always[/I] require tweaking aftwrwards but overall it uses less of my time to make something that's just a mundane job. Every TF map I've made needs beams, now I can make them in a fraction of the time including touch ups. Yeah it [i]could[/i] lead to new mappers being lazy but since I already know how to make what Joiner does for me, it's just an efficiency tool, the same as modular assets that basically every non-source game uses. The question is, where are you willing to draw the line in timesaving tools? Personally, I think source has HUGE areas that still need to be optimized.[/QUOTE] Since I do it for fun and just use it as a means of spending my free time, time saving tools don't bother me. Personal choice I know, I'm not bashing your tool or the fact you've put in effort here. It's just this isnt one of the areas where I'm into time saving, it feels to me like putting noclip on and flying through half life because it saves time haha. The kind of timesaving tool I use are things like VIDE.
[QUOTE=Youme;35493889]The question is, where are you willing to draw the line in timesaving tools? Personally, I think source has HUGE areas that still need to be optimized.[/QUOTE] I think things like this aren't a problem. Sure, it makes things slightly easier than they probably should be for novice mappers, but if it makes the average custom Source engine map look nicer, I'm all for it.
oh my 1mb worth of text in the log :v:
Surely this would work better if you defined the areas per face instead of per volume? Then it wouldn't create brushes over doors and stuff.
This looks like it could be very useful.
Threw up a proper page on my website for Joiner. Nothing new, just an 'official' outlet if you want to share it with non-forum users (apparently they still exist). [url]http://www.subtleallusion.com/joiner/[/url]
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