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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