> >
> > pfnGetModelPtr(edict_t *pEdict)
> >
> > Jeffrey "botman" Broome
>
> That only seems to work for studio models.  I get a cache failure when I
> use that function for a BSP model.

Bummer!  I know it was asked about before, but I've never tried using
pfnGetModelPtr() on BSP entities.  I guess the "cache failure" is because
the world isn't precached like normal models would be (see Ken's previous
post on Half-Life model caching).

You may have to wind up loading the BSP and brush geometry yourself and
extracting the information you need from there.   Not a good solution I know
because it can take up quite a bit of memory.  Perhaps if you only load the
brush model geometry and not load the world BSP geometry, it won't take
quite so much memory.

Jeffrey "botman" Broome

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