That's just props... That doesn't include any sort of brushes or solids.

On Tue, Sep 22, 2009 at 1:27 AM, Joshua Scarsbrook <[email protected]>wrote:

> 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
> >>>>>>>>>>>
> >>>>>>>>>>> _______________________________________________
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> >>>>>>>>>>>
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> >>
> >>
> >>
> >
> >
> >
>
>
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