rotating room
Quote from protoborg on March 15, 2013, 6:11 pmHow would I make a room rotate? I know I could make several rooms that represent the room in its rotated states, but that seems like it would be rather cumbersome to do. I know it is possible to make a section of a map rotate around a point. The map that uses the energy panels has a section that rotates so it is clearly possible to do it. I am just wondering how I would make it happen since you can't parent an instance and all the items I need to rotate with the room are instances. If anyone can help I would appreciate it.
How would I make a room rotate? I know I could make several rooms that represent the room in its rotated states, but that seems like it would be rather cumbersome to do. I know it is possible to make a section of a map rotate around a point. The map that uses the energy panels has a section that rotates so it is clearly possible to do it. I am just wondering how I would make it happen since you can't parent an instance and all the items I need to rotate with the room are instances. If anyone can help I would appreciate it.
Quote from Lpfreaky90 on March 15, 2013, 6:23 pmcollapse all instances; make each brush a func_brush; each model a prop_dynamic and parent everything to the thing that rotates!
collapse all instances; make each brush a func_brush; each model a prop_dynamic and parent everything to the thing that rotates!
Quote from FelixGriffin on March 15, 2013, 8:05 pmYou probably want a func_door_rotating. And make the brushes Solid BSP afterward so they're solid.
You probably want a func_door_rotating. And make the brushes Solid BSP afterward so they're solid.
Quote from TopHATTwaffle on March 16, 2013, 4:28 pmAs LP said, make every brush a func_brush, turn all props into a prop_dynamic (Prop_Dyanmic_override if it does not support a prop_dynamic) Then if something does not have a parent name, turn smart edit off, and add "parentname" "NAME" to the entity. (Or you can use a logic_auto to set the parent as soon as the level spawns.
When you make then a brush, you they will be on toggle for solidity, if you want to be able to toggle the state from solid to not solid, leave this alone. Otherwise, set it to Solid BSP (Or always solid, I forget what it is.)
As LP said, make every brush a func_brush, turn all props into a prop_dynamic (Prop_Dyanmic_override if it does not support a prop_dynamic) Then if something does not have a parent name, turn smart edit off, and add "parentname" "NAME" to the entity. (Or you can use a logic_auto to set the parent as soon as the level spawns.
When you make then a brush, you they will be on toggle for solidity, if you want to be able to toggle the state from solid to not solid, leave this alone. Otherwise, set it to Solid BSP (Or always solid, I forget what it is.)
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from protoborg on March 17, 2013, 10:26 pmThe issue is that I want to rotate a large cube brush that has a laser emitter on each side. The idea is that you have to arrange all the laser emitters so that they align with the laser receivers on the walls, ceiling, and floor. I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.
The issue is that I want to rotate a large cube brush that has a laser emitter on each side. The idea is that you have to arrange all the laser emitters so that they align with the laser receivers on the walls, ceiling, and floor. I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.
Quote from Lpfreaky90 on March 17, 2013, 11:32 pmprotoborg wrote:The issue is that I want to rotate a large cube brush that has a laser emitter on each side. The idea is that you have to arrange all the laser emitters so that they align with the laser receivers on the walls, ceiling, and floor.I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.
I don't see the issue; parent the laser emitters to the rotator!
Well, it's not too hard to let it rotate; use a func_rotating or a func_door_rotating and parent the brushes and laser emitters to them.
I figure I can setup a Rubik's cube sort of thing. The player will have to rotate the inner cube until the laser emitters line up with the collectors. First, though, I obviously have to get the inner cube to rotate.
I don't see the issue; parent the laser emitters to the rotator!
Well, it's not too hard to let it rotate; use a func_rotating or a func_door_rotating and parent the brushes and laser emitters to them.
Quote from TopHATTwaffle on March 17, 2013, 11:34 pmI think you may also need to disable the lasers when they are moving, and enable them once they are stopped. I could be wrong though.
I think you may also need to disable the lasers when they are moving, and enable them once they are stopped. I could be wrong though.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from protoborg on March 17, 2013, 11:50 pmWould it be possible to randomize the location of the 27 cubes that make up the inner cube? Make it more replay-able, ya know. I know there is a Rubik's cube map here on TWP, but that doesn't really help me.
Would it be possible to randomize the location of the 27 cubes that make up the inner cube? Make it more replay-able, ya know. I know there is a Rubik's cube map here on TWP, but that doesn't really help me.
Quote from TopHATTwaffle on March 18, 2013, 12:10 amYes there is. How I would do this, is just build it normally, then when the player is in the elevator (Or out of view), have all of the pieces randomly rotate and move about.
Yes there is. How I would do this, is just build it normally, then when the player is in the elevator (Or out of view), have all of the pieces randomly rotate and move about.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from protoborg on March 18, 2013, 12:45 amI could have the faces rotate 90 degrees in one direction. Each row or column would rotate in a different direction to "randomize" the combination of faces.
I could have the faces rotate 90 degrees in one direction. Each row or column would rotate in a different direction to "randomize" the combination of faces.