Gmail is much better (Better spam filter, i don't have to look at adverts on how to enlarge my rod and make my rod thicker (I dont think they're talking about my bike frame)).
Hotmail sucks, end of. :P Nick wrote: > Hotmail is screwing up the entire message list. Please use gmail instead. > > 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]; 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 >> >> >> >> >> >> _________________________________________________________________ >> >> New music from the Rogue Traders - listen now! >> >> >> http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=832&referral=hotmailtaglineOct07&URL=http://music.ninemsn.com.au/roguetraders >> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> -- >> ~Ryan >> >> _________________________________________________________________ >> Overpaid or Underpaid? Check our comprehensive Salary Centre >> >> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810&_t=766724125&_r=Hotmail_Email_Tagline_MyCareer_Oct07&_m=EXT >> _______________________________________________ >> 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders