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 >> >>_______________________________________________ >>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 > > -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

