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InsideQC Forums • View topic - True Rotation DP/TXQBSP

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 goldenboy » Sat Mar 03, 2012 1:32 pm

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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Re: True Rotation DP/TXQBSP

Postby Chip » Sat Mar 03, 2012 3:44 pm

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.




Fear not the dark, but what the dark hides.
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Re: True Rotation DP/TXQBSP

Postby ajay » Sat Mar 03, 2012 6:54 pm

'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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Re: True Rotation DP/TXQBSP

Postby goldenboy » Sun Mar 04, 2012 12:13 pm

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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Re: True Rotation DP/TXQBSP

Postby ajay » Tue Mar 06, 2012 9:03 pm

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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Re: True Rotation DP/TXQBSP

Postby goldenboy » Tue Mar 06, 2012 9:14 pm

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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Re: True Rotation DP/TXQBSP

Postby ajay » Sat Mar 10, 2012 8:15 pm

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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Re: True Rotation DP/TXQBSP

Postby ajay » Sat Mar 17, 2012 9:16 pm

Got it working with no problems - thanks to everyone for their work on this. Aligning textures seems tricky though...
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Re: True Rotation DP/TXQBSP

Postby ajay » Sat Mar 17, 2012 10:12 pm

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Re: True Rotation DP/TXQBSP

Postby goldenboy » Sat Mar 17, 2012 11:08 pm

Nice!

(It's too dark!) :wink:
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Re: True Rotation DP/TXQBSP

Postby ajay » Sun Mar 18, 2012 9:47 am

;) yes, yes it is. Actually that area is barely lit at all, plus fraps always makes it look darker. Honest ;)
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Re: True Rotation DP/TXQBSP

Postby ajay » Mon Mar 26, 2012 5:53 pm

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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Re: True Rotation DP/TXQBSP

Postby metlslime » Sat Mar 31, 2012 6:07 pm

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Re: True Rotation DP/TXQBSP

Postby Baker » Fri Apr 06, 2012 2:32 am

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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Re: True Rotation DP/TXQBSP

Postby ajay » Fri Apr 06, 2012 3:37 pm

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