(q4) Rotating Entities

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Geit
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Joined: Fri Nov 10, 2000 8:00 am

(q4) Rotating Entities

Post by Geit »

I'm trying to mirror my base in a CTF map by rotating it by 180 degrees, but the entities don't really rotate along properly. Is there anything to do about this or will I have to code my own tool?
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pjw
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Post by pjw »

Hit Ctrl-R for alternate rotation modes--one of those should rotate everything together nicely...origin I think.
Geit
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Post by Geit »

Ah, worked like a charm, thanks :)
I would have almost written my own mirroring tool ;)
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primaltheory
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Post by primaltheory »

To make a mirror of somthing the easy way
(top down)
flip y, rotate z twice...works with most everything
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
pjw
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Post by pjw »

Edit: My answer was too vague and misleading--pay attention to Sensei Squirrel below. :)
Last edited by pjw on Mon Jan 02, 2006 1:51 am, edited 1 time in total.
Geit
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Post by Geit »

Well, entities still get messed up using the alternative way, just not as badly.
But maybe it would be worthwile to code a little tool that does the mirroring clean and neat.
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KungFuSquirrel
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Post by KungFuSquirrel »

Entities with angle settings should not be rotated - spawns, pickups, etc. Some will rotate ok, but the angle settings will get nuked; you'll have to remove the "rotation" key from them and re-set the angles. Any func_statics or brush entities will work fine, using the method mr. pjw outlined above.

Lights aren't good when rotated; if you rotate combined lights they'll explode in ways you never thought possible :o

We wrote a python script (and by we, I mean lunaran) while we were working on Tremors to flip and mirror entities all speedy-like; it handles entities with angles, too... (anything but combined lights, really). If he gets around to making a more polished/flexible version, we'll see about releasing it.
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skwas
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Post by skwas »

Try my tool and tell me what it doesn't do ok (it was designed for Q3).

http://www.fileplanet.com/87762/80000/f ... X-:::-v2.0

I haven't really dived into D3/Q4 matters and thus have no clue about what's new in mapfile format, entities, and the like... If it doesn't work 100% but the changes/issues are easily addressible, I may consider adding support. (I must add I am very limited in my time)

[edit: if D3/Q4 uses brush primitives, then forget about this tool]
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Johnny Law
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Post by Johnny Law »

Lunaran, save us!

Quick someone put up the LunaranSignal!

P.S. Do we have what's necessary to build plugins for the built-in editor? (I'm at work surfing during a compile or I guess I could go dig through the SDK to see if there's something in there.) My CTF map is going to need a mirror rather than a rotate, and I had thrown together a GtkRadiant plugin for doing that at one point...
primaltheory
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Post by primaltheory »

If you select alot of things you can just go flip Y rotate z twice...works fine for me...
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
pjw
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Post by pjw »

primaltheory wrote:If you select alot of things you can just go flip Y rotate z twice...works fine for me...
Trust me. It will break stuff if you do that with half a CTF map. Really. Promise.

Edit:
Johnny Law wrote:My CTF map
Ooooooh. Cool. :)
Johnny Law
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Post by Johnny Law »

skwas wrote:[edit: if D3/Q4 uses brush primitives, then forget about this tool]
It is different from Q3 formats so you'll probably be out of luck. I'm not sure what's going on with the texture coordinates, but it appears that each plane is defined by a normal vector from the origin, and I don't think the Q3 format did things that way.
pjw wrote:
Johnny Law wrote:My CTF map
Ooooooh. Cool. :)
Hee! Well, it's stronnnngly "based on" q3wcp15 layout- and entity-wise (cause I don't have a team of CTF playtesters around handy, among other reasons) so it's not brand spanking new. New architecture etc. tho, which is really eating me alive.
Oeloe
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Post by Oeloe »

Johnny Law wrote:Hee! Well, it's stronnnngly "based on" q3wcp15 layout- and entity-wise (cause I don't have a team of CTF playtesters around handy, among other reasons) so it's not brand spanking new. New architecture etc. tho, which is really eating me alive.
Good choice! cp9 can rot in rail whore hell. :icon34:
skwas
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Post by skwas »

Johnny Law wrote:
skwas wrote:[edit: if D3/Q4 uses brush primitives, then forget about this tool]
It is different from Q3 formats so you'll probably be out of luck. I'm not sure what's going on with the texture coordinates, but it appears that each plane is defined by a normal vector from the origin, and I don't think the Q3 format did things that way.
Yeah I figured. I remember looking at a D3 mapfile format some time ago. It was using brush primitives (which was experimental years back).

However, it still should work on entities only, iow. save all entities to empty map, run it through the tool and done. You still have to manually flip/rotate the brushes in the editor.

Anway, if I have time in a mnth or so, I could have a look and rewrite the mapparser to support primitives... The rest of the format is the same (patches/ents). Unless noone cares :p
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