Re: [hlcoders] In game map editing

2009-09-23 Thread Joshua Scarsbrook
Correct, this will allow you to put props on a map, you do need the vmf file, and yes it will save the map. John Brennan wrote: Thanks for the response I appreciate it, but i swear i did an exhaustive search of gmod and facepunch forums before i bugged yah. All i can find is a VMF suite

Re: [hlcoders] In game map editing

2009-09-22 Thread Joshua Scarsbrook
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

Re: [hlcoders] In game map editing

2009-09-22 Thread Matt Hoffman
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 jscarsbr...@gmail.comwrote: 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

Re: [hlcoders] In game map editing

2009-09-20 Thread Ryan Sheffer
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

Re: [hlcoders] In game map editing

2009-09-20 Thread Joshua Scarsbrook
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

[hlcoders] In game map editing

2009-09-12 Thread Joshua Scarsbrook
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Matt Hoffman
Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: 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

Re: [hlcoders] In game map editing

2009-09-12 Thread Andrew Ritchie
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Joshua Scarsbrook
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,

Re: [hlcoders] In game map editing

2009-09-12 Thread Andrew Ritchie
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Harry Jeffery
Or go fullbright and apply a drawdistance of 1024 units to keep the fps friendly. 2009/9/12 Andrew Ritchie gotta...@gmail.com: 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

Re: [hlcoders] In game map editing

2009-09-12 Thread Jay Stelly
...@list.valvesoftware.com] On Behalf Of Andrew Ritchie Sent: Saturday, September 12, 2009 2:59 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] In game map editing What would the difference between this and normal hammer be? The only thing you could do was run game logic, you'd

Re: [hlcoders] In game map editing

2009-09-12 Thread Lech
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Joshua Scarsbrook
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