VERC: Rotating Objects Last edited 22 years ago2002-11-16 15:43:00 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was recovered from an archive and needs to be reviewed

  1. The formatting may be incorrect as it was automatically converted to WikiCode from HTML, it needs to be revised and reformatted
  2. Some information may be out of date as it was written before Half-Life was available on Steam
  3. After the article is re-formatted and updated for Steam HL, remove this notice
  4. Please do not remove the archive notice from the bottom of the article.
  5. Some archive articles are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Many people have trouble making rotating objects. Below is a quick guide to making them. The information presented here is applicable to any rotating object.

Step one: Creating the object.

Create whatever you'd like. For example, say we're creating a fan. Build it as you'd like -
rotate1.jpgrotate1.jpg
This is the physical object that will be seen in the game.

Step two: Making an origin brush.

Before you turn it into an entity, you need to add one more thing - the origin brush.

An origin brush is a brush completely covered by the texture named ORIGIN (found in the halflife.wad WAD file). Create a brush and place it through the object you just created. The exact center of the origin brush is the point around which the object will rotate. The fan you've just created should now look similar to the picture below.
rotate2.jpgrotate2.jpg
Note: If you do not include an origin brush in your rotating object, it will rotate around the (0 0 0) point of your map.

Step three: The entity.

Now select the object and its origin brush and press Ctrl+T to turn them into an entity. Set it to whatever rotating entity you want (func_rotating, func_door_rotating, etc). The entity will default to rotating around the Z axis of the origin brush. That is, if you were looking straight down at the map, you would see the object rotating.

To make the object rotate in the Y or X axis, set the appropriate flag in the entity Flags properties.
rotate3.jpgrotate3.jpg
Decide which view the object should be rotating in, then set the appropriate axis flag as shown above.
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.