by Preach » Tue Oct 30, 2007 2:36 pm
When I suggested hipnotic, I just meant use the code for the "rotate_object" but make it solid, rather than using the pusher walls and that stuff.
contains three example maps. The gateway - before copy is just for reference, it shows how the map looks before the files are split. Note that for the door_001 map, all of the brushes have been moved to world, so that it would compile. Compile the door_001 and the gateway map and load the latter. The only change to the code you need to make it to add
precache_model (self.model);
above
setmodel (self, self.model);
in the spawn function.
If you ever figure out how to make origin brushes work you won't have to do the seperated files, but bear in mind you also need the compiler to support origin brushes. You may also need a texture called origin in your wad - although it doesn't matter what the texture looks like, it might matter if it's absent.
Hipnotic has another way of resetting the origin, which is built into the compilers and is a huge hack. If you want to do things that way, then you'll need to obey their naming conventions. In fact, the best way to do that is to practice a few times by making maps for the hipnotic mod, without changing any of the code. Once you've got your head around the map compiling side, you can start to adapt the code, make brushes solid etc.