The engine does talk back to Hammer to implement a few editing features right 
now.  For example you can launch the engine in edit mode with Hammer open, then 
allow physics to run until everything is settled, then do:

Hammer_update_entity
(update a single entity that you are looking at)

Hammer_update_safe_entities
(updates a list of entities using a heuristic and an ignore list)

And it will write the positions / orientations of the settled physics objects 
back into the vmf.

Jay


> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of 
> Andrew Ritchie
> Sent: Saturday, September 12, 2009 2:59 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] In game map editing
> 
> 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.
> 

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