View Full Version : rotate brushes?
Snipergen
11-30-2007, 11:31 AM
I made a watermill that i want to rotate, so it are all brushes and i want it to rotate around 1 axis around 1 point (the middlepoint)
To what do i bind these brushes? what func and what properties do i have to set :tongue_smilie:
i searched the whole net but i just cant find it dammit.
CHEERS MATE
http://developer.valvesoftware.com/wiki/Func_rotating Make sure the origin is the point for which you want to rotate around.
Snipergen
11-30-2007, 12:25 PM
lol thats gay i checked the wiki with the search of rotate and nothing came up usefull :p
thanks logo.
EDIT: DAMMIT its not working!!!!! I made a testmap with simple cubes but i think its not designed for tf2 or something? I cant get it working ffs! Even with the origin brush etc
Something IS rotating, if i stand near it moves me like it was rotating but i dont SEE it rotating :(
Swift
11-30-2007, 02:56 PM
Attach your testmap.vmf. I'll make it work. :lol:
I'll have a go. ;)
Snipergen
11-30-2007, 03:04 PM
http://jeroendessaux.be/cp_test.rar
grats
A Boojum Snark
11-30-2007, 03:17 PM
I ran into that before, func_rotating appear broken in TF2, no idea why.
spaceweasels
12-01-2007, 03:29 PM
I created a quick watermill for my own test purposes. I got it to work, but I don't know if you want to use the same trick as I did.
Download the BSP to see it in action! (http://www.esnips.com/doc/a0f8aa2d-5da1-4504-8e3d-87a15aee66ce/mill-work)
Download the VMF to see how I did it! (http://www.esnips.com/doc/bcbe7068-ac7c-491b-9b22-5cb31889375f/mill-work)
And I don't want to hear how ugly it looks! :p
Half-Life_Maniac
12-01-2007, 06:19 PM
I ran into that before, func_rotating appear broken in TF2, no idea why.
Actually, looking at a decompiled cp_gravelpit, the radar dishes up on the roof of cap point B are supposed to rotate. Yet I see no rotation in-game...
spaceweasels
12-01-2007, 07:08 PM
Yeah it appears VALVe disabled the func_rotating entity for TF2. However, they left the func_door_rotating working. That's how I got my waterwheel working.
Intraman
12-02-2007, 06:15 AM
Heh I figured that was how. You just have to have it always openning, right?
A Boojum Snark
12-02-2007, 02:06 PM
Hum, that method doesn't work great if you want something rotating fast, or wish to stop and start it. :( Why must valve break stuff?
spaceweasels
12-02-2007, 02:59 PM
Well, you can do a lot of that stuff with func_door_rotating. However func_rotating is still better.
The only reason why I could think that VALVe disabled it was to help with speed for people on crappy PCs.
Half-Life_Maniac
12-02-2007, 09:03 PM
That doesn't make sense. Then they might as well remove doors as well and replace them with holes in the walls, since that door entitiy would have been such an enormous strain on the engine!
I'm guessing they just broke something as usual!
Snipergen
12-04-2007, 01:46 PM
spaceweasels great job, everybody else thx for helping. Damn valve for one time i dont use default brushes u fuck it up :D
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