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

