-- [ Picked text/plain from multipart/alternative ] Problem is there's a strange bug in HL where a brush-based ent can't have its origin past +/-4096 in three axises
Example: Take the grate in well above the grenade pack in the red base, and try to move it so it's in the blue base. You will find that after a while, the ent you are moving will continue to be reported in the new position, but the ent you see on screen will be in the old position. -av Paul 'MoOg' Samways wrote: > 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 -- --------- [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

