Re: [hlcoders] extract detail model positions from a .bsp file?

2008-06-22 Thread bloodykenny
Yes, in fact I believe that's how Richard Stallman does it [1 #4], since 
Steam is not GPL.

[1] http://www.stallman.org/stallman-computing.html



Tony omega Sergi wrote:
 I wonder if you can extract detail model positions via email?


 On Fri, Mar 14, 2008 at 8:25 PM, Dylan [EMAIL PROTECTED] wrote:

   
 I wonder if the Windows Live Mail client does the same as the webmail.
 well
 I guess this message will show.

 
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread Jorge Rodriguez
On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Yeah I wonder how they get on the mailing list to begin with.


When I run into someone on the internet that I don't like, I sign them up
for hlcoders spam :P

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread Rodrigo 'r2d2rigo' Diaz
That's a bad idea, Jorge :(

Just do like me, sign them up for pr0n spam :P

2008/3/16, Jorge Rodriguez [EMAIL PROTECTED]:

 On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald 
 [EMAIL PROTECTED] wrote:

  Yeah I wonder how they get on the mailing list to begin with.



 When I run into someone on the internet that I don't like, I sign them up
 for hlcoders spam :P


 --
 Jorge Vino Rodriguez

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread 1nsane .
And you also confirm them yourself right? By logging into to their email
accounts? I see, that might just work.

On Sun, Mar 16, 2008 at 5:58 AM, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald 
 [EMAIL PROTECTED] wrote:

  Yeah I wonder how they get on the mailing list to begin with.


 When I run into someone on the internet that I don't like, I sign them up
 for hlcoders spam :P

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-15 Thread John
All you stop using hotmale and get gmail www.gmail.com !

On 3/15/08, Tony Paloma [EMAIL PROTECTED] wrote:

 Dundoit :(
 My mail client works fine. It's just hotmail's web client that blows.


 -Original Message-
 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: Friday, March 14, 2008 6:52 PM
 To: Discussion of Half-Life Programming

 Subject: Re: [hlcoders] extract detail model positions from a .bsp file?


 No, all we have to do is BAN all @hotmail.com emails from the list.

 On Fri, Mar 14, 2008 at 5:27 PM, Adam Maras (memzero)
 [EMAIL PROTECTED] wrote:
  This is why we need a newsgroup or something _
 
   //  Adam Maras (memzero)
 
 
 
   Tom Leighton wrote:
No, basically Hotmail is screwing over the longer messages by
 removing
all line breaks and putting the email all into a few lines with no
formatting.
   
   
   
Jeffrey botman Broome wrote:
Adam Donovan wrote:
   
what? are you getting some form of spam at the end of my messages
 or
 something..i dont see any..i can change to my domain name email I guess?
adam
   
_
Your Future Starts Here. Dream it? Then be it! Find it at
 www.seek.com.au
   

 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Adam Donovan
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 [EMAIL PROTECTED] 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





_

New music from the Rogue Traders - listen now!

http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Nick
Hotmail is screwing up the entire message list. Please use gmail instead.

On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan [EMAIL PROTECTED] 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 [EMAIL PROTECTED] 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





  _

  New music from the Rogue Traders - listen now!

  
 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tom Leighton
Gmail is much better (Better spam filter, i don't have to look at 
adverts on how to enlarge my rod and make my rod thicker (I dont think 
they're talking about my bike frame)).

Hotmail sucks, end of. :P

Nick wrote:
 Hotmail is screwing up the entire message list. Please use gmail instead.

 On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan [EMAIL PROTECTED] 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 [EMAIL PROTECTED] 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





  _

  New music from the Rogue Traders - listen now!

  
 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


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  To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:

  http://list.valvesoftware.com/mailman/listinfo/hlcoders





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  _
  Overpaid or Underpaid? Check our comprehensive Salary Centre
  
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jay Stelly
Look at src/game/client/detailobjectsystem.cpp.  It's the part of the
client DLL that loads and processes all of the data output by vbsp for
detail sprites.

Jay
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
Donovan
Sent: Friday, March 14, 2008 8:14 AM
To: Ryan Sheffer
Cc: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

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 [EMAIL PROTECTED]
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





_

New music from the Rogue Traders - listen now!

http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832re
ferral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


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-- 
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_
Overpaid or Underpaid? Check our comprehensive Salary Centre
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Chrs Anderson
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





 _

 New music from the Rogue Traders - listen now!

 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


 ___

 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:

 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 ~Ryan

 _
 Overpaid or Underpaid? Check our comprehensive Salary Centre
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer 'voogru' MacDonald
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





 _

 New music from the Rogue Traders - listen now!


http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referr
al=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders


 ___

 To unsubscribe, edit your list preferences, or view the list archives,
please visit:

 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 ~Ryan

 _
 Overpaid or Underpaid? Check our comprehensive Salary Centre

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u%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Nick
SORRY. WILL NOT HAPPEN AGAIN.

On Fri, Mar 14, 2008 at 1:49 PM, Chrs Anderson
[EMAIL PROTECTED] wrote:
 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
  
  
  
  
  
   _
  
   New music from the Rogue Traders - listen now!
  
   
 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
  
  
   ___
  
   To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
  
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
  
  
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   _
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread [Mk-Ultra] xXx




 Date: Fri, 14 Mar 2008 14:24:44 -0500 From: [EMAIL PROTECTED] To: 
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] extract detail model 
 positions from a .bsp file?  LMAO
 SORRY. WILL NOT HAPPEN AGAIN.  On Fri, Mar 14, 2008 at 1:49 PM, Chrs 
 Anderson [EMAIL PROTECTED] wrote:  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
  
 _ 
 New music from the Rogue Traders - listen now! 
 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
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 unsubscribe, edit your list preferences, or view the list archives, please 
 visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders  
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 _   
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jeffrey botman Broome
Chrs Anderson wrote:
 DO NOT EMAIL ME

Scroll ALL the way down to the bottom each email sent to this list and 
read what it says about To unsubscribe...

-- 
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tony omega Sergi
As the bottom of every email says...
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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On Fri, Mar 14, 2008 at 2:49 PM, Chrs Anderson [EMAIL PROTECTED]
wrote:

 DO NOT EMAIL ME

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tom Leighton
WHAT DID WE JUST SAY ABOUT HOTMAIL!?!?!?!?!?! :P

[Mk-Ultra] xXx wrote:


   
 Date: Fri, 14 Mar 2008 14:24:44 -0500 From: [EMAIL PROTECTED] To: 
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] extract detail 
 model positions from a .bsp file?  LMAO
 SORRY. WILL NOT HAPPEN AGAIN.  On Fri, Mar 14, 2008 at 1:49 PM, Chrs 
 Anderson [EMAIL PROTECTED] wrote:  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   
   
 _ 
 New music from the Rogue Traders - listen now! 
 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
___ To 
 unsubscribe, edit your list preferences, or view the list archives, please 
 visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders  
--   ~Ryan 
 _   
 Overpaid or Underpaid? Check our comprehensive Salary Centre   
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread 1nsane .
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
 
 
 
 
 
  _
 
  New music from the Rogue Traders - listen now!
 
 

 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referr
 al=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetradershttp://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer 'voogru' MacDonald
Yeah I wonder how they get on the mailing list to begin with.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, March 14, 2008 3:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

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
 
 
 
 
 
  _
 
  New music from the Rogue Traders - listen now!
 
 


http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referr

al=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetradershttp://n
inemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotma
iltaglineOct07URL=http://music.ninemsn.com.au/roguetraders
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 
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  _
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Adam Donovan
what? are you getting some form of spam at the end of my messages or 
something..i dont see any..i can change to my domain name email I guess? 
adam

_
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jeffrey botman Broome
Adam Donovan wrote:
 what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess? 
 adam
 
 _
 Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tom Leighton
No, basically Hotmail is screwing over the longer messages by removing 
all line breaks and putting the email all into a few lines with no 
formatting.



Jeffrey botman Broome wrote:
 Adam Donovan wrote:
   
 what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess? 
 adam

 _
 Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Adam Maras (memzero)
This is why we need a newsgroup or something _

//  Adam Maras (memzero)

Tom Leighton wrote:
 No, basically Hotmail is screwing over the longer messages by removing 
 all line breaks and putting the email all into a few lines with no 
 formatting.
 
 
 
 Jeffrey botman Broome wrote:
 Adam Donovan wrote:
   
 what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess? 
 adam

 _
 Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Dylan
I wonder if the Windows Live Mail client does the same as the webmail. well 
I guess this message will show.

--
From: Tom Leighton [EMAIL PROTECTED]
Sent: Friday, March 14, 2008 3:56 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

 No, basically Hotmail is screwing over the longer messages by removing
 all line breaks and putting the email all into a few lines with no
 formatting.



 Jeffrey botman Broome wrote:
 Adam Donovan wrote:

 what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess?
 adam

 _
 Your Future Starts Here. Dream it? Then be it! Find it at 
 www.seek.com.au
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tony omega Sergi
I wonder if you can extract detail model positions via email?


On Fri, Mar 14, 2008 at 8:25 PM, Dylan [EMAIL PROTECTED] wrote:

 I wonder if the Windows Live Mail client does the same as the webmail.
 well
 I guess this message will show.

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Nick
No, all we have to do is BAN all @hotmail.com emails from the list.

On Fri, Mar 14, 2008 at 5:27 PM, Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
 This is why we need a newsgroup or something _

  //  Adam Maras (memzero)



  Tom Leighton wrote:
   No, basically Hotmail is screwing over the longer messages by removing
   all line breaks and putting the email all into a few lines with no
   formatting.
  
  
  
   Jeffrey botman Broome wrote:
   Adam Donovan wrote:
  
   what? are you getting some form of spam at the end of my messages or 
 something..i dont see any..i can change to my domain name email I guess?
   adam
  
   _
   Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
   
 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT
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 please visit:
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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tony Paloma
Dundoit :(
My mail client works fine. It's just hotmail's web client that blows.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Friday, March 14, 2008 6:52 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

No, all we have to do is BAN all @hotmail.com emails from the list.

On Fri, Mar 14, 2008 at 5:27 PM, Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
 This is why we need a newsgroup or something _

  //  Adam Maras (memzero)



  Tom Leighton wrote:
   No, basically Hotmail is screwing over the longer messages by removing
   all line breaks and putting the email all into a few lines with no
   formatting.
  
  
  
   Jeffrey botman Broome wrote:
   Adam Donovan wrote:
  
   what? are you getting some form of spam at the end of my messages or
something..i dont see any..i can change to my domain name email I guess?
   adam
  
   _
   Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
  
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F
%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_en
dtext_Future_m=EXT
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