Well the vmf file contains alot of data and it is easy to draw the brushs but you can still not do lighting without alot of extra work on valves part. from what i know we can have a map load draw brushs and put colsision physics on it, is that not something that can be doen with the sdk, anyway the uses of this are opening map editing to more less knolageable players wanting to make a map. Andrew Ritchie wrote: > What would the difference between this and normal hammer be? The only thing > you could do was "run" game logic, you'd still have to run the compilers > each time to see the resulting changes. There are rough features in place > that make it appear like at some point Source was able to talk back to > Hammer, especially with the Source BSP format having precompiled brush data > in it. However the advantages of the feature you want and hammer is > nothing, except ingame you'd have to reload the map all the time. > > On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman > <[email protected]>wrote: > > >> Because this totally doesn't go against the BSP/Compile mindset? >> >> On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook <[email protected] >> >>> wrote: >>> >>> Hi >>> >>> I was wondering if it is possable to make a version of hammer that works >>> ingame and renders the vmf as somesort of mesh and then allows you to >>> edit it using ingame tools. >>> >>> Thanks, >>> Vbitz >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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