Hi Ryan,
By detail props I mean the type of models that are generated automatically on a 
"WorldVertexTransition" transition texture based on alpha ranges
I always thought it was done at compile time because I see the following line 
when compiling
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
or is this something else?
I would look in the bsp file if there was a simple way to read it as text? -is 
there? - it just looks like garlbe mess when i open one in notpad..maybe i 
should try a hex editor?  I havent looked into the code for the bsp files yet 
maybe I will now have a look..any help on this would be cool cause then we 
might be able to make a small tool that others can use to place any type of 
entity. 

thanks again
adam


Date: Thu, 13 Mar 2008 23:18:45 -0700
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract detail 
model positions from a .bsp file?

Are you sure they are compiled? I thought those were generated as func_detail 
on runtime. If surface detail models are done on compile, they are probably 
merged with Model 0 (worldspawn). If you find those are generated in vbsp, then 
just alter vbsp to dump a list of coordinates for you. We have the vbsp code, 
not the orange box ones yet though I don't think.


On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan <[EMAIL PROTECTED]> wrote:





Hi Again all,



                      Is there any way anyone

knows of a way to extract detail model positions from a .bsp file?  I would 
like to be able to rip the x,y,z

information of the detail models so that I can use the coordinates to place

static props. By detail models I mean the unlit models that are emitted from a

.vbsp file at compile time.



Any ideas help?



Adam





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