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True Rotation DP/TXQBSP

Discuss the construction of maps and the tools to create maps for 3D games.

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Re: True Rotation DP/TXQBSP

Postby metlslime » Sun Apr 08, 2012 9:28 am

ajay wrote:
metlslime wrote:
ajay wrote:Is there a reason why textures get misaligned; I texture it properly, tie to entity, compile and it's off centre?


Move it to origin, texture it there, then move it back with texture lock disabled. Yet another issue with rotation that nobody has fixed :)


Thanks for this... But what do you mean by origin in this case? Most of the doors I'm making start closed, pivoting around a point and finishing at 90 degrees to their starting point. Would at origin therefore mean at the open position, at the height of the info.null it pivots around?


So, there is a rotational pivot point generated by qbsp, based on the info_rotate (i think?) ... so let's say this point is dead center on the entity.... then move the entity so the dead center is at the world origin, and texture it there. If the pivot point is actually on the side of the entity, move it so that side is at the world origin. etc...
metlslime
 
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