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On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan 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 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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