Hi

Thanks for the hint about the map, i have seen one made for hl2ep2 as 
well called cb_conblocks and i finaly got a download link for it. 
http://solidfiles.com/d/BCs9, this map is just like the portal one but 
for hl2ep2

Thanks,
Vbitz


Lech wrote:
> 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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>>>>>>
>>>>>>
>>>>>>             
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>>>>>
>>>>>
>>>>>
>>>>>           
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>
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