Well this has already been done in an unpolished way using lua. There is 
a tool made by a comunatiy member that takes a vmf file with the bsp 
loaded into the engine and saves any new props added to it. This would 
not be hard to change for all ents.

Ryan Sheffer wrote:
> 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
>>
>>
>>     
>
>
>   


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to