putting a .glm model on a func_rotating with model2 key?


(rgoer) #1

Can somebody break this down for me? I’ve got a func_rotating set up like this:

classname func_rotating
speed 25
model2 models/map_objects/chapel/holoreelo/model.glm

However, I can’t get the model to show up in-game. Is the .glm format not supported for the “model2” key? Somebody told me it was… not only that, but there was a way to set a “start” and “end” frame for the .glm so that you could have a looping animated model. Am I barking up the wrong tree again?


(wudan) #2

What game is that for? .glm is JK2 and SOF2, although I don’t know if the format goes from one to the other. There are .glm loaders available for 3dsm and Milkshape, so you can save them in a format handled by Q3Map2. .glm as a model2 key reference is undoubtedly handled in the traditional manner.


(rgoer) #3

Yeah, it’s for jk2. As for the “usual manner” – yeah, that’s what I figured. It doesn’t seem to work, though, so, if anybody’s got the definitive word on this subject, I’m all ears.


(wudan) #4

Is the func_rotating made of brush models as well? Does it have an Origin brush?


(rgoer) #5

Of course! Func_rotating, though, as it turns out, is not the entity to use. Here is the original advice I received, over at lucasforums.com:

Make a func_train and give it the GLM for model2. The train itself should consist of nodraw and origin. The model will be drawn from it’s origin to the center of the origin brush, so probably at the waist.

Check the loop spawnflag and plug in startframe and endframe of the GLM’s animation frames. Open ModView, go to the frame you want, and use the numbers in the upper right of the screen. If you want it to be a single frame, simply use the same value for the start and the end.

Then there’s the hard part. You may have to make clip brushes for the thing, which is really difficult without having the model itself there. :frowning: A lot of guess and check…
I’ve tried to follow that recommendation, but to no avail. Can somebody help me out by clarifying what he meant by “loop spawnflag” (I didn’t see any such spawnflag offered) and “plug in startframe and endframe” (I understand the concept of “start” and “end” frame, it’s the whole “plug in” part that I’m lost on).


(Emon) #6

It works for a func_train, I’ve done it. I doubt it works for a func_rotating. What makes you think they are the same?