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?

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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]; 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
>
>
>
>
>
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> --
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