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

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to