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
> > >
> > > _______________________________________________
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
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please visit:
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>
> --
> ---------
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
> --
>
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