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

