This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would export
the .RMF to .MAP then open the .MAP in wordpad to get similar information
(or you can import the .RMF to VMF).



----- Original Message -----
From: "Ook"
To: <hlcoders@list.valvesoftware.com>
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?


Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3 sets
of xyz coordinates and I'm not sure how they get to/from the actual face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int             number of vertices
  Vector[]        vertex coordinates in clockwise order looking from front
of face
  Vector[3]       3 points defining plane of face (VHE simply uses a copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?


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