Angle problem with health and ammo cabinet


(zedd) #1

A part of my map is at angle 45.
I’ve got a problem with health and ammo cabinet : with angle 45, it does looks fine, but when you move near the cabinets, it feels like the cabinets are at 90° angle.

Any idea ?


(Magic) #2

I don’t remember where i read it - but it wasn’t recommended to adjust the angle of it.
You better find another suitable place for it.


(MrLego) #3

If you pasted the cabinets into your map as a prefab you may have to rotate or adjust the clip brushes around the cabinets so they better reflect the models 45° angle - your clip brushes are probably rectangles aligned with the grid.

Make sure that you do not have clip brushes or transparent brushes filtered off so you can see them.


(kamikazee) #4

Feels? Do you mean that the clip brushes are not at an angle? Because that’s what it looks like on the picture you’ve posted.

EDIT: dang, I post so slow now when trying to learn the Colemak keyboard layout…


(isbowhten) #5

the angle of entities that arent based on brushes you built by yourself e.g. spawnpoints, cabinets etc.
have to be rotated with the angle key.
key: angle
value: 45
or if necessary
key:angles
value: 3 values for 3 angles of all 3 axis, dunno in which row


(zedd) #6

Thx for quick replies :slight_smile:
I use the misc_cabinet_supply/health entities with no clip brush, but it does feel like clipped like on screenshot.
I tried angles 0 45 0, same : visual is ok, feels clipped 90°.
I tried faceangles 0 45 0 50 in a script, same result : visual ok, feels clipped 90°.


(IndyJones) #7

i had same problem on streets of italy (check fp1). i couldn’t find a fix… it just had to be rotated by 90 degrees.


(Pande) #8

isbowten… fyi in 1.5 the maya style Rotate tool when used on entities is translated into Angle key.


(zedd) #9

ok, thx for your help all
i think i’ll find a place where i can rotate at 90°