This is a good description of the BSP: http://www.geocities.com/cofrdrbob/bspformat.html
It's probably a little out of date with the release of EP2 and TF2. a good VMF description is here: http://developer.valvesoftware.com/wiki/VMF_documentation VMF is easy to get the coordinates, just open it in wordpad. I would export the .RMF to .MAP then open the .MAP in wordpad to get similar information (or you can import the .RMF to VMF). ----- Original Message ----- From: "Ook" To: <[email protected]> Sent: Tuesday, November 13, 2007 8:22 PM Subject: [hlcoders] How to get actual vertices from map/rmf file?
Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf file? The rmf, and I think vmf, don't actually store vertices, they store 3 sets of xyz coordinates and I'm not sure how they get to/from the actual face it represents. I'm looking at the format for the rmf file, and if I understand what it is telling me, it stores: int number of vertices Vector[] vertex coordinates in clockwise order looking from front of face Vector[3] 3 points defining plane of face (VHE simply uses a copy of the first 3 vertices) ( from http://extension.ws/hlfix/rmf.html ) It also stores the texture u and v axis, which is way cool, and if it really does have actual vertices, then I can calculate the normals for the vertices. I'm guessing that when it says vertex coordinates, it means the actual vertices of the face, not the "3 points defining plane of face", as those follow what appears to be the list of vertices. Anyone have experience with this, and know if extracting these vertices from the rmf is the easiest way to get actual shape vertices?
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