Okay; here's the destructor and the function that does all the memory allocation:
bsp::~bsp()
{
delete [] m_Entities.szEntityData;
m_Entities.szEntityData = NULL;
delete [] m_TextureLump.iTextureOffset;
m_TextureLump.iTextureOffset = NULL;
delete [] m_pTextureData...
I'm writing a program that opens up a Half-Life .bsp file, but I'm having some problems with memory. In Release the program runs fine and, but in Debug I get the following error:
Debug assertion failed!
File: <...>\dbgdel.cpp
Expression: _BLOCK_TYPE_IS_VALID(pHead->nBlockUse)
It seems to...
You're going to need a program called mdldecompiler to convert the .mdl to .smd files.
And the model file is in source models.gcf in your steamapps folder.
I'm not sure what the problem is. I'd try resetting the SDK and all that sort of thing.
Also, I'd try not running it in that folder, and just copy across the required .dll files to wherever you have the .exe
Isn't there something in Raising The Bar about how whoever was programming the helicopter AI accidentally made it drop bombs instead of shoot missiles and it worked so well they left it like that?
There are no .obj files in Half-Life 2's game data; the models are .mdl files which are made by compiling .smd files.
You can get the .smd files easy enough, but I don't know if Wings 3D will open .smd files. If not you could try and find something that will convert an .smd to an .obj (I'm not...
There are no .obj files in Half-Life 2's game data; the models are .mdl files which are made by compiling .smd files.
You can get the .smd files easy enough, but I don't know if Wings 3D will open .smd files. If not you could try and find something that will convert an .smd to an .obj (I'm not...
I think that Face List Count >= OVERLAY_BSP_FACE_COUNT could be a problem.
There's some info about it here: http://developer.valvesoftware.com/wiki/Compile_Errors#BSP_.28vbsp.exe.29