rotating a map? -1 reply

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Guest

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#1 10 years ago

im thinking of making a map of a capital ship that is falling out of orbit (like in episode 3) and im wondering if it is possible to make the map 'rotate' so that it makes any player slide to a corner like in the first JK1 with the falling ship level? any helping hand of advice would help, thanks:cool:




SiLink

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13th February 2005

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#2 10 years ago

I've never seen something large like that being rotated like that... and I'm guessing that was for a good reason.. I don't know to be honest but these tutorials may help you:

RichDiesal's JK2Radiant Mapsource - Mapping University




~*Seto*~

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#3 10 years ago

It is possible to rotate your map, but instead of doing that you should just use some well-placed trigger_push entities to keep players pushed against a wall or corner. Having the players stand on a rotating object can cause the "shaky camera" effect. If you planned on having windows or anything to enhance the effect, you could just use an animated shader to simulate the movement of the background across the window, or even build your ship inside a giant hollow cylinder, texture that appropriately, and turn it into a func_rotating or something like that.

So basically, unless you are having this spiraling ship be part of an even larger environment that the player can access, you should probably keep it stationary and build everything else around it to rotate, to simulate the effect of the ship itself spinning. It sounds like a fun map, so hopefully it turns out nice for you :anime:.




NAB622

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#4 10 years ago

No, no no no no.....

It's possible, easy and WILL work.

Script it. Make the whole ship into a func_static, and give it an origin brush where you want the rotational axis to be. Give this func_static a "script_targetname" (give it a unique name, like "script_targetnate" "ship").

Then using a script, you can rotate it on any axis, move it, whatever. Look up a rotating door tutorial, and it will tell you all you need to know.

As long as you don't have any DOORS on this ship, that will work. If you DO have doors on the ship, you'll have to give them the same origin and have them rotate with that same script. Doing that may mess up your VIS compile....but I don't think so. It's worth a try.

Good luck!




Guest

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#5 10 years ago

thanks guys:) I'll try to see what I can do once I get a break from school :P




~*Seto*~

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#6 10 years ago

To ov_nab622: That is what I was thinking at first, but the reason I suggested the other way was because I have done that before with a smaller platform, and while the player was standing on it, I got the "shaky camera" problem which was only fixed by doing a g_synchronousclients 1 (this was on a multiplayer server, of course). Naturally I assumed that there shouldn't be any difference between a small bmodel and a large one, but if you've managed to get something like that to work without those problems, I would love to hear how because I'm actually working on a project now that could use something like that ;).