I think I might have found the pointer to the model, the only problem
is that I think the source engine has some way of notifying itself of
the models it creates for these brush entities... and I am pretty sure
I am nowhere close to finding them.. I got as close as IViewModelInfo
I think.
On Thu, Apr 3, 2008 at 12:55 AM, Tom Leighton
<[EMAIL PROTECTED]> wrote:
> 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
> >>
> >>
> >>
> >
> >
> >
> >
>
>
> _______________________________________________
> 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
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