Looks nice. At export what are the models pivot locations? For instance using it in Unity. In the case of the fence, how would that mesh be broken up? Or is that a manual process?
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing exporters will be able to access it simply. I'll try to get those out in the next several days.
[EDIT] And to elaborate: there is also an Instantiate function which creates Instances of the original object at the transformation locations and then deactivates the object; in this case, the fence would turn into an array of instances of the source objects at the transforms the object created... meaning that even if the exporter did not understand what a PropLine was... you can still convert it into a collection of instanced geometry nodes as the correct transformations.
Nice tool, but most of the level design happens in the 3d engine, not MAX... Could be useful for Archviz. Will be be a killer if you rewrite it for Unity(a simple task, eh ? )
PropLine itself is a generic tool. It's in some ways a hybrid of the Spacing Tool in Max and RailClone. For Arch Viz itself, I'd recommend RailClone.
But in terms of level design. Doing Source engine brush work and level design entirely in Max is primarily what I am involved in. That the general population isn't doing it in Max is really irrelevant to what I want to share. For those who are discovering that you can do LD entirely in Max and skip Hammer, PropLine (and the other tools I've been working on for that pipeline) offer entirely new ways about approaching LD for Source.
Regarding Unity. It should already be possible. There is an instantiate function in PropLine that could be used and then just export to FBX which should preserve instances. I may write a more direct exporter at some point.
Replies
[EDIT] And to elaborate: there is also an Instantiate function which creates Instances of the original object at the transformation locations and then deactivates the object; in this case, the fence would turn into an array of instances of the source objects at the transforms the object created... meaning that even if the exporter did not understand what a PropLine was... you can still convert it into a collection of instanced geometry nodes as the correct transformations.
[ame]http://www.youtube.com/watch?v=9T0FViR1JcE[/ame]
Added new video on using PropLine with CorVex and Wall Worm to create scenes for the Source Engine:
https://www.youtube.com/watch?v=yikSTVmbMmA
PropLine itself is a generic tool. It's in some ways a hybrid of the Spacing Tool in Max and RailClone. For Arch Viz itself, I'd recommend RailClone.
But in terms of level design. Doing Source engine brush work and level design entirely in Max is primarily what I am involved in. That the general population isn't doing it in Max is really irrelevant to what I want to share. For those who are discovering that you can do LD entirely in Max and skip Hammer, PropLine (and the other tools I've been working on for that pipeline) offer entirely new ways about approaching LD for Source.
Regarding Unity. It should already be possible. There is an instantiate function in PropLine that could be used and then just export to FBX which should preserve instances. I may write a more direct exporter at some point.