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 > > _______________________________________________ > 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

