True this has been done using a simple stool, the mesh building is built using a conblocks system and each object is a entiry, i am starting to think that using it in garrysmod would allow saving to a vmf, but i am not completely sure, i have the vmf for the conblocks map already and i think a modded version without the system would work fine
Ryan Sheffer wrote: > If you could use mesh builder to build the mesh ingame with an interface and > such, and once done have the ability to get all vertex positions and export > that correctly to a VMF file which you would then compile. Placing entities > could be done the same way, in fact this has already been done for garrys > mod. > > A project like this would be a lot of unnecessary work, but would be pretty > interesting. > > On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook > <[email protected]>wrote: > > >> 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 >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> 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 >>>> >>>> >>>> >>>> >>> _______________________________________________ >>> 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

