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On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan <[EMAIL PROTECTED]> wrote:
> 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]; [email protected]
>  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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>  --
>  ~Ryan
>
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