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
>>>>>>>>>
>>>>>>>>> _______________________________________________
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>> archives,
>>     
>>>>>>>>> please visit:
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>                   
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>>>>>>>>                 
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>>     
>>>>>>>> please visit:
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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>                 
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>>>>>>>
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>
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>   


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