VMF files just use the standard keyvalues syntax so I don't see a problem.
I'm sure Garry has exposed creating and exporting of KV files through lua.

On Sun, Sep 20, 2009 at 1:02 PM, Joshua Scarsbrook <[email protected]>wrote:

> 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
>
>


-- 
~Ryan ( skidz )
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to