OT: What is it with this recent bunch of retards? How can they subscribe
themselves to the list, then confirm it and yet be unable to read the
Unsubscribe message at the bottom while having the audacity to YELL at us to
stop emailing him? I will keep on emailing the list, not him.

On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> 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
> >
> >
> >
> >
> >
> > _________________________________________________________________
> >
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> >
> >
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> >
> > _______________________________________________
> >
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> >
> >
> >
> > --
> > ~Ryan
> >
> > _________________________________________________________________
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