So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
[QUOTE=Dr. Evilcop;52806756]This discussion got me curious to look and see if there was an existing solution for decent brush editing in Unity, and lo and behold there actually is
-vid-
Definitely gonna try this out.
[editline]21st October 2017[/editline]
Basic version is free, sweet
[url]https://www.assetstore.unity3d.com/en/#!/content/11919[/url]
Layla if you're reading this, might be a good thing to pick up some good ideas from.[/QUOTE]
I was gonna bring this up. I actually use this and it's really great :cat: Mostly because I'm so used to Hammer that mapping in a modeling program is ridiculously weird for me. This was a great solution. I sound like a shill but I'm not, I promise :v:
[QUOTE=layla;52806791][img_thumb]https://files.facepunch.com/Layla/2017/October/22/test3.png[/img_thumb][/QUOTE]
Cuboids are great, but how did you do the steps in the back? Will curved architecture be easy to make as the extrusion method for squares?
In hammer it was hard to make cylinders and arcs with how points would only snap to integer values, so even adding more detail meant losing the uniformity or symmetry (Ie the points of an Equilateral triangle cannot be expressed with integer values)
[QUOTE=bigbadbarron;52807879]Cuboids are great, but how did you do the steps in the back? Will curved architecture be easy to make as the extrusion method for squares?
In hammer it was hard to make cylinders and arcs with how points would only snap to integer values, so even adding more detail meant losing the uniformity or symmetry [b](Ie the points of an Equilateral triangle cannot be expressed with integer values)[/b][/QUOTE]
Whoa. That's neat and dissapointing.
Maybe they're using floats instead of ints, that should solve all issues, right?
[QUOTE=bigbadbarron;52807879]Cuboids are great, but how did you do the steps in the back? Will curved architecture be easy to make as the extrusion method for squares?
In hammer it was hard to make cylinders and arcs with how points would only snap to integer values, so even adding more detail meant losing the uniformity or symmetry (Ie [B]the points of an Equilateral triangle cannot be expressed with integer values[/B])[/QUOTE]
Untrue, unless you add as an assumption that the triangle be aligned with one of the axes. Otherwise, try the triangle formed by the coordinates (1,0,0), (0,1,0) and (0,0,1). This triangle has sides of equal length, from integer coordinates.
Will be there at least a realtime texture editor for props? I am bored for seeing these same things in every map :v
[QUOTE=bigbadbarron;52807879]Cuboids are great, but how did you do the steps in the back? Will curved architecture be easy to make as the extrusion method for squares?
In hammer it was hard to make cylinders and arcs with how points would only snap to integer values, so even adding more detail meant losing the uniformity or symmetry (Ie the points of an Equilateral triangle cannot be expressed with integer values)[/QUOTE]
You can create any kind of mesh, except for this situation
[img]https://www.sculpteo.com/media/imagecontent/manifold_1.png[/img]
It's just the same as any 3d modelling software except with hammer-like tools.
Shit, can we have a launch option that boots us straight into the map editor? I want to use this map maker for every non-Unity game I make lol
Man this makes me excited.
[QUOTE=Dr. Evilcop;52808724]Shit, can we have a launch option that boots us straight into the map editor? I want to use this map maker for every non-Unity game I make lol[/QUOTE]
yeah and would be nice to have support for exporting to fbx or obj :)
[QUOTE=war_man333;52808802]yeah and would be nice to have support for exporting to fbx or obj :)[/QUOTE]
I think that's already supported based on previous dev comments regarding creating our own importers/exporters
[QUOTE=bigbadbarron;52807879]Cuboids are great, but how did you do the steps in the back? Will curved architecture be easy to make as the extrusion method for squares?
In hammer it was hard to make cylinders and arcs with how points would only snap to integer values, so even adding more detail meant losing the uniformity or symmetry (Ie the points of an Equilateral triangle cannot be expressed with integer values)[/QUOTE]
I do believe you're talking about shape creation itself. Afaik it just snaps to the nearest grid point when you create an object to prevent offgrid vertices. If you needed more detail you can make larger shapes then scale them down.
Will we be able to have concave geometry?
Carve 2017: Next Gen Level Tool
[media]https://www.youtube.com/watch?v=xh9Kr2iO4XI[/media]
[QUOTE=layla;52806791][img_thumb]https://files.facepunch.com/Layla/2017/October/22/test3.png[/img_thumb][/QUOTE]
What does this mean, as someone who isn't a developer?
[QUOTE=SGTNAPALM;52810327]What does this mean, as someone who isn't a developer?[/QUOTE]
It's a subtractive brush. As in it removes stuff (basically carve except not shit)
[QUOTE=rebel1324;52810307]Carve 2017: Next Gen Level Tool
[media]https://www.youtube.com/watch?v=xh9Kr2iO4XI[/media][/QUOTE]
how many kittens were killed in the making of this video
I wonder when this will be done enough for me to make an hl2rp server :^)
[QUOTE=rebel1324;52810307]Carve 2017: Next Gen Level Tool
[media]https://www.youtube.com/watch?v=xh9Kr2iO4XI[/media][/QUOTE]
I thought gore was bannable?
[QUOTE=rebel1324;52810307]Carve 2017: Next Gen Level Tool
[media]https://www.youtube.com/watch?v=xh9Kr2iO4XI[/media][/QUOTE]
please introduce a chance of crashing if you implement a similar carve tool thank
[QUOTE=Stiffy360;52809731]I do believe you're talking about shape creation itself. Afaik it just snaps to the nearest grid point when you create an object to prevent offgrid vertices. If you needed more detail you can make larger shapes then scale them down.[/QUOTE]
While that is true, that becomes less reliable when you need the arced surface to use a smoothing group.
I'm not interested in the old hammer anyways its just a question of whether the new one will allow for more organic shapes, or even let you import an .obj to use as map geometry rather than just map detail.
[QUOTE=bigbadbarron;52813161]While that is true, that becomes less reliable when you need the arced surface to use a smoothing group.
I'm not interested in the old hammer anyways its just a question of whether the new one will allow for more organic shapes, or even let you import an .obj to use as map geometry rather than just map detail.[/QUOTE]
This doesn't have the same floating point error type stuff you get in hammer, so I imagine offgrid is totally cool.
[QUOTE=bigbadbarron;52813161]While that is true, that becomes less reliable when you need the arced surface to use a smoothing group.
I'm not interested in the old hammer anyways its just a question of whether the new one will allow for more organic shapes, or even let you import an .obj to use as map geometry rather than just map detail.[/QUOTE]
Layla is trying to make this editor as close as possible to Source2 so I'd bet on it.
[QUOTE=GalaxyBeatzz;52819261][vid]https://files.facepunch.com/Layla/2017/October/25/2017-10-25_02-06-35.mp4[/vid][/QUOTE]
Looks excellent but that slight slow transition from the snap to being actually aligned might cause some headaches for people looking to be uber precise along the axis's (Look carefully ~0:08 seconds while they're snapping it to the various axis's).
[QUOTE=TheMrFailz;52819670]Looks excellent but that slight slow transition from the snap to being actually aligned might cause some headaches for people looking to be uber precise along the axis's (Look carefully ~0:08 seconds while they're snapping it to the various axis's).[/QUOTE]
How would it decrease precision though? It's pretty much the exact same thing as happens in Garry's Mod when holding Shift + E. It just has a nice animation instead of an insta-snap.
[QUOTE=GalaxyBeatzz;52819762]How would it decrease precision though? It's pretty much the exact same thing as happens in Garry's Mod when holding Shift + E. It just has a nice animation instead of an insta-snap.[/QUOTE]
It looks like it's a smooth transition into the sharp angle that Shift + E produces in GMod
That was to show SanAndreas model importing, not the physgun.
Port Big Smoke and then we'll be talking.
[I]Well maybe say that next time huh?????[/I]
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