Or go fullbright and apply a drawdistance of 1024 units to keep the fps friendly.
2009/9/12 Andrew Ritchie <[email protected]>: > VMF != BSP > > You CAN reference brushes and things back to the VMF from a BSP but I'd > suggest you go and do a little more reading and file browsing to see why > what you are suggesting would require the elimination of seperate file > formats and if you want it in real time either an massive overhaul of the > RAD calculation or full transition to dynamic lighting. > > On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook > <[email protected]>wrote: > >> 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 >> > >> > >> > >> >> >> _______________________________________________ >> 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

