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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
> >
> > _______________________________________________
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> >
>
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