Okay. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson Sent: Friday, March 14, 2008 2:49 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] extract detail model positions from a .bsp file?
DO NOT EMAIL ME Nick <[EMAIL PROTECTED]> wrote: Hotmail is screwing up the entire message list. Please use gmail instead. 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]; 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 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&referr al=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%2Ea u%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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders