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Re: True Rotation DP/TXQBSP
Posted: Sat Mar 03, 2012 1:32 pm
by goldenboy
You want the rotating brush to push the player through a solid object, if necessary?
Because what are the other options?
1. Stopping because it's blocked
2. Continuing despite being blocked - this means killing the player, pretty much, or moving through the player
Am I missing something? What is your desired behaviour?
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 03, 2012 3:44 pm
by Chip
1. Stopping because it's blocked
^ What about generating particles (sparks) at the brush rotation origin when it's blocked? Like a jammed device. Also a screach sound could be applied/generated.
Ontopic now, one of the options should be selected.
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 03, 2012 6:54 pm
by ajay
'Proper' doors are firmly on my to do list. At the moment doors are either open or shut, which is hokey, but better than more unrealistic sliding doors. Reading this thread with interest, hoping to understand it more...

Re: True Rotation DP/TXQBSP
Posted: Sun Mar 04, 2012 12:13 pm
by goldenboy
ajay, you can download the rotating entities testmod from the RMQ devblog and run rotatetest.bsp.
It's also in the RMQ mapping guide.
Re: True Rotation DP/TXQBSP
Posted: Tue Mar 06, 2012 9:03 pm
by ajay
Cool. do you know if they'd run in DirectQ too? Also, as I've no time to test it now, how do they work, player-wise - do they open when touch by the player, at a button press, or thru a player touched trigger?
Re: True Rotation DP/TXQBSP
Posted: Tue Mar 06, 2012 9:14 pm
by goldenboy
They do everything a standard door does, really. By default, they open when a player touches them. They can also be triggered, or require a key, or be shot open.
I assume DirectQ can run them, since IIRC it supports RMQ.
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 10, 2012 8:15 pm
by ajay
Oh ok, that's excellent info - I've really got to use them, will improve the feel of the map no end. Cheers.
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 17, 2012 9:16 pm
by ajay
Got it working with no problems - thanks to everyone for their work on this. Aligning textures seems tricky though...
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 17, 2012 10:12 pm
by ajay
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 17, 2012 11:08 pm
by goldenboy
Nice!
(It's too dark!)

Re: True Rotation DP/TXQBSP
Posted: Sun Mar 18, 2012 9:47 am
by ajay

yes, yes it is. Actually that area is barely lit at all, plus fraps always makes it look darker. Honest

Re: True Rotation DP/TXQBSP
Posted: Mon Mar 26, 2012 5:53 pm
by ajay
Is there a reason why textures get misaligned; I texture it properly, tie to entity, compile and it's off centre?
Re: True Rotation DP/TXQBSP
Posted: Sat Mar 31, 2012 6:07 pm
by metlslime
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

Re: True Rotation DP/TXQBSP
Posted: Fri Apr 06, 2012 2:32 am
by Baker
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 true informational gem.
Re: True Rotation DP/TXQBSP
Posted: Fri Apr 06, 2012 3:37 pm
by ajay
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?