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. > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

