Rotating objects


(Mark.C) #1

Well, in this case, i want to rotate a building without the brushes showing the caulked sides. U know what i mean, how do i do this ? Is it snap to grid ?


(SCDS_reyalP) #2

I"m not sure what you are asking. Rotating shouldn’t cause change which textures are on particular faces.

Rotating complex brushwork by anything other than multiples of 90 degrees will almost certainly cause all kinds of things to mess up.

You almost always want to work with snap to grid turned on.

If you do rotate, you want texture locking on. Shift+R is the default for rotation lock (and shift+T for movement)


(Mark.C) #3

Thanks alot reyalP. It is a rather large building, but looking at the real-life photos made me realise the building isn’t straight. Ooopsy.

The Main prison (looks straight, couldn’t find the right angle)


(SCDS_reyalP) #4

Well, you can try just rotating the building, but be sure you save a backup copy of your map first. After rotating, you will want to go through and make sure all your corners are on the grid, which is going to be almost as much work as re-building it. You can try the snap to grid command, but I suspect that will cause you trouble to (make gaps and such where it shouldn’t, and generally cause bad brushwork).

Unless rotating works real well, I’d suggest going through and editing the brushwork with edge drag and things like that.

You may also want to take some liberties with realism, to make construction easier.


(.Chris.) #5

couldnt you just rotate the terrain’s heightmap then easygen it into radaint to make it seem the buildings are rotated but its only the ground beneath? it be lot easier to work with rest of the structures in the map.


(Detoeni) #6

Best way to rotate a building is to convert it to ase, set it to the right place and add a bit of clipping where needed.
If you need the build to block vis, then add caulk- hull within the wall spaces.
Hull and clipping should be to grid and as simple as possable. As the player cant see it, it does not have to align with the building 100%.


(Mark.C) #7

Hmmmmmmm, i really couldn’t edit all the brushwork again i got 5468 brushes.
The terrain couldn’t be rotated either as we already have other buildings that would then become out of place.
Suppose ill have to start looking for the ase tutorials.


(Detoeni) #8

tutorial: http://www.planetwolfenstein.com/detoeni/ase.htm

Add the key “spawnflags� value “4� to the entity so its lightmapped, saves having to write shaders for all textures used.


(Mark.C) #9

Thankyou very very much Detoeni, much appreciated.


(Mark.C) #10

Im sure i got this all wrong as i see no manual.

I did what it said on that site, put a skybox around the map, then dropped the .map file onto the q3map2 exe. I ended up getting a bsp and srf file.