Earl- thanks for the detailed response to my extremely lengthy post! Obviously I am not a coder, just an art guy who likes to muck with engines too, but doesn't truly understand their deepest inner workings- I openly admit to that!
However, in my opinion, it is the true purpose of a good engine to pander to the artist, and no longer to the programmer- at least not on the outside! As it stands today, less and less game work is being done at those "inner workings" level, and more and more artists are slowly but inexorably being funneled into "Technical Artists", as game engines merge with 3D and 2D apps. Again this is just my opinion, but I believe the leaps in technology that are allowing 3D art to become further and further distanced from programming, "higher level", if you will, that engines need to follow the same example.
To point to a new engine, "Unity", now THERE is an engine that is beautifully crafted and quite obviously built with the "programming dumb artist" in mind. It is a purely visual program that just plain makes magic! However, beneath that magical skin lies a very complex, customizable, and controllable engine that any coder would be happy to dig into and do all they want.
Anywho-
Impossible. VBSP needs your map to be a bunch of blocks that may or may not seal entities from the void. There's really no way around this.
Oh well. I assume this "feature" is also part of why Source games run so much better on older systems than UT3 games? Tougher to build, but more efficient?
I was going to have these options. Select an object, and you get axis-constrained handles to drag. Similar to Blender.
Sweet

Really looking forward to this one!
This wouldn't be too hard to implement. However, it has the capability to make the 3D view chug, because the 3D skybox wont be vis-sealed from the rest of the map.
What if it was something only manually activated though? Say I hold down "shift-alt-v", and as long as I hold that I can see my skybox in the 3D view? So it would just essentially take a quick snapshot and show it on the skytexture? Again, I know nothing of how all this works, so please don't laugh too hard if this is absurd...haha...but man oh man it would sure be helpful!
Engine limitation, not Hammer limitation. (Is that particle editor still beta-only?)
Nope! UT3 is fully functional, has been for several years now

Which is what makes it even odder that Hammer hasn't caught up yet.
Models are always vertex lit. Engine limitation... If you want lightmapped surfaces, it has to be brush geometry.
Now that just makes me sad.

Lightmaps on models can really bring a map to life, in UT3 you can toggle them on/off, and choose thier complexity, as well as exactly what "channel" of lights they accept (dynamic, static, user, etc) and what type of shadows to cast. Wahh...
I believe there are some hard-coded maxes on various objects in the compile tools. There's nothing I can really do here unless I want to rewrite VBSP or VRAD, which I'm not going to do.
Hehe, fair enough
The tradeoff for the beautiful radiosity lighting VRAD does, is that you can never have a realtime lighting preview.... You can simulate it, but it's never going to be fully WYSIWYG. And I can't recreate the fragment shaders in the editor (e.g. normal mapping, specular) -- Source uses Direct3D, I'm using OpenGL. Maybe I can approximate them though....
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Pipe dream. Although, I've never tried reverse engineering a compiled BSP.
Hmm, well, I understand of course that we can't have realtime radiosity (although certain programs have almost reached it!! check out "bunkspeed"!). I meant more to the point of what you called a "pipe dream", haha. The way UT3 does it is:
A) Run compile
B) As soon as compile finishes, all those lightmaps (ie, the radiosity lighting in hammer) are then SHOWN on the brushes/models/etc, right in the editor. Essentially all that pretty pretty lighting is simply "baked" right into the map.
C) If you move anything/change a light, you can then choose to quickly compile only the lighting that has changed! Woot! :wow:
So, I guess a better question would be- anyway at all to extract and then "bake" that radiosity lighting into the editor map? it would sure be nice.
Way out of scope of what I want to do.
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Already exists, will keep it in my editor.
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Way ahead of you.

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Out of scope...
bummer, noted, good to hear, and more bummer
There are a bajillion ascii model formats. .OBJ is most popular I believe. But I'm not integrating a front end for studiomdl.exe for this project.
Okay, that one was a little silly to request. But boy oh boy would it be nice to have a simpler 3D-to-engine workflow for Hammer.
If you've ever looked at a .vmt there's a bit more to valve materials than just a targa. Some tighter integration with VTFLib wouldn't be impossible, it's just a bit out of scope.
Absolutely, the VMT is essentially the shader, yes? However, I prefer the visual in-engine shader creation method of UT3 and most other engines, where you can see the changes as you apply them, and have lots of easy visual control. Node-based scripting is wonderful!
Well hammer really hasn't changed much in a decade, so it's no surprise that newer map editors run circles around it. I guess that's why I've taken on this project.
Well, kudos to you for taking on such an enormous and much needed task! Can't wait to see the end product
Thanks again for your detailed response!