That's great info, thanks. Thankfully I can do 3d matrix rotations and stuff
in my sleep (about the only thing that sunk in at university!), so this
should be interesting....

----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, February 22, 2002 2:37 PM
Subject: Re: [hlcoders] Creating brush based ents in the code


> > I'm currently wanting to be able to spawn various brush based entities
in a
> > map during game time. At the moment the plan is to have all the prefabs
> > stored in some hidden away area of the map, and then just duplicate the
> > entities as and when I need them.
> >
> > Now I'm just wanting to check that there isn't a way of hardcoding or
> > storing the information for these prefabs anywhere other than in the
maps,
> > as obviously I'd rather not have to have the same prefabs hidden away in
> > every single map. I mean the data that defines the brush must be stored
> > somewhere, so can this be saved to a seperate 'database of prefabs' and
then
> > loaded in seperate from the maps?
> >
> > Paul 'MoOg' Samways
>
> Take a look at my Stripper2 plugin for Metamod.  It allows server
operators to
> "clone" brush entities by creating brush based entities (func_wall, etc.)
on
> the fly when a map is loaded.  You can only clone brush models
(model=*number)
> that already exist in the map .bsp file (sounds like what you want to do,
> sorta).
>
> http://planethalflife.com/botman/stripper2.shtml
>
> The origin for cloned brush models will be RELATIVE to the origin of the
> original brush model (i.e. an origin of 0,0,100 will clone it 100 units
above
> the original).  When rotating cloned brush models it seems to do the
rotation
> first (based on the ABSOLUTE origin in 3D coordinates of the original
brush
> model) and then apply the translation (coordinate offset from the final
> position after the rotation).  I hope you have pretty good matrix algebra
> skills for applying the rotation and translation of cloned brush models.
:)
>
> See this thread in my forum for a little more detail...
>
>
http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=6&action=display&num=2
687
>
> Jeffrey "botman" Broome
>
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