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

