Not following you there. I thought that was pretty obvious since those are the bounds of the map.
----- Original Message ----- From: "[DRP]Avatar-X" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 3:04 PM Subject: Re: [hlcoders] Creating brush based ents in the code > -- > [ 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

