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 <jscarsbr...@gmail.com>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 > > <harry101jeff...@googlemail.com> wrote: > > > >> 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 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 > >>> <jscarsbr...@gmail.com>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 > >>>>> <lord.matt.hoff...@gmail.com>wrote: > >>>>> > >>>>> > >>>>> > >>>>>> Because this totally doesn't go against the BSP/Compile mindset? > >>>>>> > >>>>>> On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook < > >>>>>> > >>>> jscarsbr...@gmail.com > >>>> > >>>>>>> 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 > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders