I believe someone already did something like this for portal:
http://www.youtube.com/watch?v=65EDQB4OWcg

While I don't know the exact specifics behind what else might be
needed or how well it works, you can however see everything from
building the map to applying game logic available from right within
portal itself.

-L

On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
<[email protected]> wrote:
> 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
>>> >>>
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>>> >
>>>
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