Interesting idea.  I'd been wishing for the same kind of thing -
basically to have brush based "prefabs" you could pull into a map much
like a .mdl file.  MUCH easier for mappers to build these (and reuse
them) than .mdl files.

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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--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

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