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I'm kinda stupid, so I need help with making doors. I made a simple solid class func_door in the fgd, made a brush func_door and remapped it to a characterbody3d. But when I try to apply some rotation magic, the pivot of the door is at world's center, so the door rotates weirdly. |
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Yeah, that's how the Quake BSP works as far as world brushes go, BUT you can do some trickery to have rotating doors in Quake: https://www.slipseer.com/index.php?threads/top-10-mapper-hints.186/#post-1227 tl;dr version is you have a "rotate_object" (which is the brush-based entity) which targets an "info_rotate" (a point-based entity). I think the compiler then sets the offset of the entity to match the "info_rotate", but worst case you can do some math to pivot around the point entity location. Quake2 made that simpler by simply having a brush with the "origin" texture that you'd place where the door hinge should be. I don't have the Quake2 format supported yet, though. @Yagich was interested in perhaps finishing support for that, though. |
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Yeah, that's how the Quake BSP works as far as world brushes go, BUT you can do some trickery to have rotating doors in Quake: https://www.slipseer.com/index.php?threads/top-10-mapper-hints.186/#post-1227
tl;dr version is you have a "rotate_object" (which is the brush-based entity) which targets an "info_rotate" (a point-based entity). I think the compiler then sets the offset of the entity to match the "info_rotate", but worst case you can do some math to pivot around the point entity location.
Quake2 made that simpler by simply having a brush with the "origin" texture that you'd place where the door hinge should be. I don't have the Quake2 format supported yet, though. @Yagich was inter…