I've been spending a lot of time with Blender recently, and I can finally say I'm comfortable with the modeling aspect of the program. However there has to be more under the surface and this is why I request an audience with a coder to toss some ideas around.
Built into Blender there is a .map exporter. I haven't played with it, but it exists. That means it's already possible to create some form of a Goldsource map with blender. (To what extent, I don't know, because i haven't actually tried this yet)
So that got me thinking, how far can we go with this? I haven't tried Python, and I'm not great at coding, but would it be possible to export light data with the .map. For example, if you make a map in blender and toss point lights inside blender you can light the level in real-time and then just export the lighting values to be compiled - it won't be perfect but it'll get you close to the final result.
Blender already has point light and spot light objects, and you can even set textures to be emissive - there's your texture lights too. If we could somehow convert blender's light data to goldsource equivalent values it could help take the guesswork out of compiling.
So if that all works (that alone would be awesome) would we be able to take this one step further? Would it be possible to import a fgd into blender and lay down some entities?
In any one of the 3 scenarios, this could add up to a huge time savings when mapping. Brushwork made simple, Lighting made simple, Entities easy to visualize...
So is someone familiar with python or blender addons?