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True Rotation DP/TXQBSP

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goldenboy

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Post Sat Mar 03, 2012 1:32 pm

Re: True Rotation DP/TXQBSP

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?
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Chip

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Post Sat Mar 03, 2012 3:44 pm

Re: True Rotation DP/TXQBSP

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.
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ajay

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Post Sat Mar 03, 2012 6:54 pm

Re: True Rotation DP/TXQBSP

'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... ;)
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goldenboy

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Post Sun Mar 04, 2012 12:13 pm

Re: True Rotation DP/TXQBSP

ajay, you can download the rotating entities testmod from the RMQ devblog and run rotatetest.bsp.

It's also in the RMQ mapping guide.
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ajay

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Post Tue Mar 06, 2012 9:03 pm

Re: True Rotation DP/TXQBSP

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?
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goldenboy

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Post Tue Mar 06, 2012 9:14 pm

Re: True Rotation DP/TXQBSP

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.
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ajay

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Post Sat Mar 10, 2012 8:15 pm

Re: True Rotation DP/TXQBSP

Oh ok, that's excellent info - I've really got to use them, will improve the feel of the map no end. Cheers.
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ajay

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Post Sat Mar 17, 2012 9:16 pm

Re: True Rotation DP/TXQBSP

Got it working with no problems - thanks to everyone for their work on this. Aligning textures seems tricky though...
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ajay

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Post Sat Mar 17, 2012 10:12 pm

Re: True Rotation DP/TXQBSP

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goldenboy

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Post Sat Mar 17, 2012 11:08 pm

Re: True Rotation DP/TXQBSP

Nice!

(It's too dark!) :wink:
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ajay

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Post Sun Mar 18, 2012 9:47 am

Re: True Rotation DP/TXQBSP

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

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Post Mon Mar 26, 2012 5:53 pm

Re: True Rotation DP/TXQBSP

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

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Post Sat Mar 31, 2012 6:07 pm

Re: True Rotation DP/TXQBSP

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 :)
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Baker

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Post Fri Apr 06, 2012 2:32 am

Re: True Rotation DP/TXQBSP

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.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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ajay

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Post Fri Apr 06, 2012 3:37 pm

Re: True Rotation DP/TXQBSP

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?
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