(q4) Rotating Entities
(q4) Rotating Entities
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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Ah, worked like a charm, thanks 
I would have almost written my own mirroring tool

I would have almost written my own mirroring tool

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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.
But maybe it would be worthwile to code a little tool that does the mirroring clean and neat.
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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
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.
Lights aren't good when rotated; if you rotate combined lights they'll explode in ways you never thought possible

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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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]
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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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...
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...
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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.skwas wrote:[edit: if D3/Q4 uses brush primitives, then forget about this tool]
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.pjw wrote:Ooooooh. Cool.Johnny Law wrote:My CTF map
Good choice! cp9 can rot in rail whore hell. :icon34: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.
Yeah I figured. I remember looking at a D3 mapfile format some time ago. It was using brush primitives (which was experimental years back).Johnny Law wrote: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.skwas wrote:[edit: if D3/Q4 uses brush primitives, then forget about this tool]
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

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