Half-Life Re-imagined competition results on their way...
Check out Skewing textures in Hammer, our newest tutorial!
Say hello to thatguymalone, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

9

Cobalt

20

Turquoise

5

Cyan

8

Royal

3

Teal

3

Onliners

3 mins

NineTnine

25 mins

Windawz

31 mins

rufee

53 mins

Solokiller

1 hours

Cd5ssmffan

2 hours

Penguinboy

2 hours

Admer456

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

func_door_rotating angle tests

Map Vault > Example Maps

map screenshot

Ratings Disabled

[More Screenshots]

Avatar

By DiscoStu (See more)
26th February, 2010

Half-Life
9.67KB - RMF, BSP
1619 views
406 downloads
6 comments

Last edited: 26th February, 2010

download

In an attempt to find out whether I could make a func_door_rotating rotate on a tilted axis instead of "only" X, Y or Z, I found out this weird behaviour.

There are three doors in this map, all of them have their default rotating axis (a.k.a. "Z"). The first door is the "control subject", with all values left as default. The second and third doors have 30 degrees set on Pitch/Yaw/Roll - one of them in X, the other one in Y.

Setting Pitch/Yaw/Roll makes them appear in game in a different position than the brushes were placed in Hammer, but the rotating axis remains absolute (X, Y or Z) instead of sticking to the rotated door. The weird thing is that the doors behave differently depending on which side they are approached from: Going one way they rotate normally, going the other way they rotate... in a weird way.

The semitransparent green sticks next to the doors are just func_illusionaries to illustrate the axes the doors are intended to rotate on.

It appears it's not possible to make a door rotate on a tilted axis like I wanted. I suppose whoever wants to do that will have to make a model door, with opening animations in whichever axis they want.

I don't know whether anyone will consider this useful insight or just map spam, but since I've seen some weird hacks with entities to pull off cool stunts, I can hope that someday, someone will find a use for this.


I also hope that in a vague future, a new version of TWHL will give its errors without trashing everything you've typed, making you type all your map description again because you clicked the .bmp screenshot instead of the .jpg.

Comments

avatar Captain Terror says: 10th March 2010, 18:23 PM
not map spam at all! i love test maps like this exploring the limits and capabilities (as well bugs) in hammer entities.

i just checked out the map, and now i can tell what you mean! that is really strange, and something i never noticed before, tho i must say i never found the need to dicker with the pitch/yaw/roll for my func_rotating, tho i have for some fancy sliding func_doors..

That said, i'm not sure i understand completely what you are trying to accomplish. like, could you eliminate the bug by changing the orientation of the origin brush, and only dickering with the with the z axis if necessary?

if you could give me a real-world description of what your trying to do, I'M SURE we can figure out how to do this in hammer, if you're still interested..
= )
avatar DiscoStu says: 17th March 2010, 00:06 AM
Sorry about reading your comment late. This is something I've never had to use, as I could never make it work, so I guess I avoided it.

The idea is that the door should turn on a tilted axis - like outside basement doors in country houses. Doors at an angle like the one in the middle of the map screenshot above.

The first Google result for "basement door" is this:

http://www.basement-doors.com/

The front page has pictures of exactly what I'm talking about.
avatar Captain Terror says: 17th March 2010, 17:00 PM
okk! as long as you tilt the orgin and make the necessary adjustment to the flags (x, y, and "reverse direction"), it should work.. i'll try to work up an example in a bit..

edit: also, this should be in problem maps probably?
avatar Captain Terror says: 17th March 2010, 19:45 PM
I couldn't get it to work right, but what about muzz's solution listed in NemoStein's thread?

Here's my attempt to unsuccessfully reproduce muzz's door. Also as far as i can tell, it seems it only works pointed in an easterly direction?

edit: here is an updated version of my map that demonstrates muzz's door works from both directions.
avatar DiscoStu says: 18th March 2010, 00:10 AM
Ooo! Gotta check that out! Thanks for the tip!

*clicky clicky*

I really didn't remember that thread.
avatar Captain Terror says: 20th March 2010, 23:41 PM
to make clear:

"here is an updated version of my map that demonstrates muzz's door works from both directions."

meaning, you can enter and exit, and the door will open the same way(partially probably because the door is triggered, and you aren't "pushing" or "using" it open).

Most importantly tho, the basement doors MUST BE oriented East, like Atom's example, or they will NOT work correctly..

= )
You must be logged in to comment.