I don't usally delve this far into the SDK, but if it is stored as a
pointer rather than a copy of the data memcpy the model to a new
structure :P
Aditya Gaddam wrote:
> Nick:
> Ryan got it basically. I used SetModel. I made a brush in the map and
> tied it to an entity with some name I knew ("dummy_panel" in my case)
> and then I just did a gEntList.FindEntityByName to find the panel,
> used its GetModelName to get the modelname and then used SetModel on
> the new panel I created using CreateEntityByName.
>
> Garry:
> What do bone matrices do if its just a simple brush entity? Its a
> 128x128x16 box.
>
> Tom L:
> memcpy sounds scary, but hell I'll try it. I dunno if the CBaseTrigger
> object stores models as pointers or the actual structure...
>
> On Wed, Apr 2, 2008 at 1:49 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
>> Probably get model index on a brush based ent, set model index on other ent.
>>
>>
>>
>> On Wed, Apr 2, 2008 at 9:32 AM, Nick <[EMAIL PROTECTED]> wrote:
>>
>> > How did you::
>> >
>> > >>Changing it to the model of a brush entity in the map worked!
>> >
>> > SetModel(?????????);???????????
>> >
>> >
>> >
>> >
>> > On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam <[EMAIL PROTECTED]>
>> > wrote:
>> > > Right on Tony P.! The tutorial had a SetModel so I assumed it was
>> > > taken care of. But when I printed it out it was null. Changing it to
>> > > the model of a brush entity in the map worked!
>> > >
>> > > While I am in this thread, Is there any way to change the scale of the
>> > > entity? Preferably different scale multipliers in different axis. I am
>> > > looking in the BaseEntity class and most of it is for physics related
>> > > stuff. Nothing to scale the visual model.
>> > >
>> > > Thanks,
>> > > Aditya
>> > >
>> > >
>> > >
>> > > On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma <[EMAIL PROTECTED]>
>> > wrote:
>> > > > Are you setting the copy's model? Get the model of the thing you are
>> > copying
>> > > > and set it as the model of the copy. Brush entities should have a
>> > model like
>> > > > "*23" or any other number.
>> > > >
>> > > >
>> > > >
>> > > > -----Original Message-----
>> > > > From: [EMAIL PROTECTED]
>> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
>> > Gaddam
>> > > > Sent: Tuesday, April 01, 2008 2:08 PM
>> > > > To: [email protected]
>> > > > Subject: [hlcoders] Spawning instances of a brush made in a map?
>> > Possible?
>> > > >
>> > > > Hi,
>> > > >
>> > > > I am trying to make copies/instances of this panel I made in hammer
>> > in
>> > > > my map. I followed
>> > > > http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
>> > > > gave the panel the class specified in the tutorial and then used the
>> > > > code in my mod. I was able to push the block around like the code
>> > > > says. However, if I create more using CreateEntityByName, I don't
>> > see
>> > > > anything. The returned object from CreateEntityByName is NOT null. I
>> > > > called Spawn() and Activate() on the object, but to no avail. I can
>> > > > set it's position and such. But I dont see it!
>> > > >
>> > > > Is there a better way to instantiate stuff you can stand on in the
>> > > > world? If not, how do I solve this problem above?
>> > > >
>> > > > Thanks,
>> > > > Aditya
>> > > >
>> > > > --
>> > > > http://www.pixelfaction.com
>> > > > AIM:ApeWithABrain
>> > > >
>> > > >
>> > > >
>> > > > _______________________________________________
>> > > > 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
>> > > >
>> > > >
>> > >
>> > >
>> > >
>> > > --
>> > > http://www.pixelfaction.com
>> > > AIM:ApeWithABrain
>> > >
>> > > _______________________________________________
>> > > 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
>> >
>> >
>>
>>
>> --
>> ~Ryan
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
>
>
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