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
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
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
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
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
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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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
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
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,
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
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
...@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
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
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
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