In continuation of this thread, I would like to mention that I am now working on a successor to that old editor.
I already made a couple attempts at this, but none worked out until I set a different scope and made a little Minecraft editor. The reception wasn’t very good, for lack of interactivity and a general lack of interest (people prefer building levels in-game, duh), but it was a good opportunity to test my ideas and new technology in the field.
In the past few days, I’ve leaned back and did some conceptual work and arrived at something that looks doable/implementable for me (in finite time!).
Microbrush 3 will have a very limited scope for starters, of providing the means to make and manipulate brushes, and nothing else. There will be no retaining of texture or entity information or anything else: I will consider those things once I have won your hearts in terms of brush modeling and the program became good enough so that people feel an insatiable urge to use it to build their rough level sketches or do heavy brushwork in it, augmenting their normal work in other level editors. Trying to support too many things at once has been my doom in the past, so the limited scope shall save me.
Mb3 will have the same foundation as my Minecraft editor. So even though the respective interactive interfaces for the base plugins don’t feel so good yet, it will offer these things for sure:
- a companion grid that follows you everywhere and that you can skew and for which you can define another base for the resolution (so instead of powers of 2, use powers of 3 or 10 or something), and which allows for circular/elliptic snapping (with a secondary alignment step to make sure that the world doesn’t explode when compiling the bsp)
- full control about the projection settings of your viewport, allowing for orthogonal (2D!) views too
- precise control about the camera placement
- for these aforementioned plugins, the ability to save the settings in 10 memory slots and easily export, share, store or modify them in text form
- a plugin to write down notes
- the ability to clone a viewport on the fly (this is a multi-view editor)
- the ability to have multiple worlds loaded (this is a multi-world editor with multiple views each)
- the ability to change the whole business logic (all plugin code) out of the box without third-party programs – I imagine that someday, someone could write a fancy little tool to generate some nice parametrized brushwork
- you can now assign new keys for flying around and are not constrained to my default wasd config anymore!
- I will do my best to make it load Half-Life 2 maps natively (… and maybe Half-Life 1 maps too?)
That’s it for now.
I will post updates in this thread when noteworthy things come up.