Difference between revisions of "Talk:Func rotating"

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(Rotating brushes in TF2)
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: Did you try parenting a func_brush of the fan blades to an invisble func_rotating? --[[User:Angry Beaver|Angry Beaver]] 13:20, 9 Dec 2007 (PST)

Revision as of 21:20, 9 December 2007

How would I make an entity of this type rotate about an arbitrary axis? --Bravo2 00:59, 13 Feb 2007 (PST)

Move the small circle that starts in the center of the object to where you want your axis to be. I beleive it will rotate around this point. --Daedalus 04:19, 13 Feb 2007 (PST)

That is true, however, that changes to an arbitrary ORIGIN and not an arbitrary axis. Imagine a disk spinning around an axis that is orthogonal to the plane of the disk, but the disk is tilted on its side. --Bravo2 15:57, 14 Feb 2007 (PST)

You can use the flags to make it rotate around the x y or z axis, but if you want to use a combination, you may need to do either of these (whichever works): give it initial "angles" value or parent it to a func_door_rotating which you then can rotate open to obtain the ideal axis you want. For things like this where there's no obvious answer, the best thing to do is combine multiple entities to get your desired effect.—ts2do 20:03, 14 Feb 2007 (PST)

The func_door_rotating worked like a charm. Just made it stay open (reset = -1) and then set the axis I wanted the other rotating object to be tilted on. If you use 3 doors, you can have it rotate about any arbitrary axis. Thanks guys. --Bravo2 22:55, 14 Feb 2007 (PST)

Rotating brushes in TF2

I'm going nuts trying to create a large rotating fan in TF2.

  1. Create normal brushes representing the fan blades.
  2. Create a small brush in the middle, textured with the Origin texture.
  3. Select the blades and the origin brush, then hit CTRL-T to associate with a func_rotating.
  4. Set the max rotation speed and blocking damage in the first tab.
  5. Set "start on" flag in the flags tab.
  6. Move the rotation axis marker to where the origin brush is.
  7. Profit!

I've also tried leaving out the origin brush. Either way, the best result I've got is the fan blades hovering motionless and immaterial in space, with invisible rotating brushes that will push me out of the way or hurt me depending on that setting. I've also tried adding prop models and parenting them to the func_rotating, but they don't move either.

What am I doing wrong?

--Gearloose

Update

Well, I give up. It looks like func_rotating works in the physics engine but not in the graphics engine. It's really easy to make a rotating invisible brush that will hurt players or push them around - basically what I described above, only make the actual brush invisible. However, all my attempts to create a visible object that rotates have failed. If anyone figures it out, please add a tutorial to the wiki.

---Gearloose

Did you try parenting a func_brush of the fan blades to an invisble func_rotating? --Angry Beaver 13:20, 9 Dec 2007 (PST)