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InsideQC Forums • View topic - Tutorial: Rotating Brush Models for QuakeWorld

Tutorial: Rotating Brush Models for QuakeWorld

Post tutorials on how to do certain tasks within game or engine code here.

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Postby avirox » Fri Feb 05, 2010 7:01 pm

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Postby Baker » Sun Feb 07, 2010 2:41 am

I have something almost done that transparently supports origin brushes in the without compiler support. :D

The preprocessing "nomapversion.exe" that strips out the "mapversion" field is being altered to locate origin brushes in entities and strip them out and substitute them with an origin field ("origin" "x y z").

This will make origin brushes with existing compilers available for playing around with in a quick way.
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Postby Baker » Mon Feb 08, 2010 2:45 am

Image

Image

Image

The preprocessor is done.

A couple of slight annoyances: txqbsp isn't, in fact, compatible even with the doors as-is. I think I had a super coincidence with the one time that it worked, I might have had the actual center @ 0,0,0 which is the only spot on the map that it may actually work with txqbsp.

And hmap2 doesn't like the texture alignments in Worldcraft 3.x (Valve 220 format) and some surfaces the textures aren't the same as in the editor. It also somehow crashes the editor upon compile (but I can work around that ;) Still I'd like to find out why ...).

Haven't played around with the Half-Life compile tools yet, which already support all of this stuff anyway. I don't have whatever version of Visual Studio that is requierd to compile Zoner Tool's ... but since Zoner Tool's appears to support compiling via gcc and I have Cygwin all figured out now (I want to change some defaults and holy texture names and the hull size, of course ;) )
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Postby Baker » Mon Feb 08, 2010 2:24 pm

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Postby Baker » Tue Jun 01, 2010 3:14 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Baker » Tue Jun 01, 2010 5:19 am

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Postby Baker » Wed Jun 02, 2010 7:53 am

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Postby r00k » Tue Jun 22, 2010 2:53 pm

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Postby Chip » Tue Jun 22, 2010 4:11 pm





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Postby r00k » Tue Jun 22, 2010 5:52 pm

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Postby Spike » Tue Jun 22, 2010 6:34 pm

.
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Postby r00k » Wed Jun 23, 2010 4:10 am

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Postby Baker » Wed Jun 23, 2010 7:51 am

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Postby r00k » Wed Jun 23, 2010 5:37 pm

I downloaded your test map and qc in your .rar file
gamedir rotate
map rotate_example

the bridge is fine but the doors, ill open them go inside, turn left behind the door face back towards the starting spawn point then walk into the door, no clipping but then i get a big push in origin*forward. All because I put an ELSE in the code as you have.
using the SV_ClipMoveToEntity code (i posted earlier) without the ELSE in the last part
and your example works perfectly for me. I wasnt sure if that ELSE should actually be there.
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Postby Spike » Wed Jun 23, 2010 5:59 pm

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