How do you move a ROOM?
It been my impression though, that it truly is simply a matter of doing a LOT of parenting (which really isnt THAT hard, is it?)
Unless its a tiny room I wouldnt bother.
xitooner wrote:
Well, if you want to truly see how its done, there is a map that does it.It been my impression though, that it truly is simply a matter of doing a LOT of parenting (which really isnt THAT hard, is it?)
Oh that's right, Rentest2 does it. I'll have to go check that out.
youme wrote:
My solution: Don't its far more hastle than you need. the player probably wont even think its that good.Unless its a tiny room I wouldnt bother.
Depends on the usage of the rotation. The map I'm working on right now is mostly focused on rotating rooms, and I think its pretty sweet.
But, it is a LOT of hastle. Rotating things seem to have a lot of bugs. I've been experiencing all sorts of phantom brushes, disappearing brushes, things just not working, explosions, implosions, wierdness, and random squirrel attacks.
I must also check out this Rentest2....
NykO18 wrote:
There's a way to avoid collision bugs. Try changing VPhysics collision to VBSP in the func_rotating entity. In some cases, it helps, in some others, it doesn't. But it's worth the try.
I've spent hours upon hours upon hours to get one of my rooms working, vphysics, BSP, everything. didnt work. went insane.
Interitus wrote:
Depends on the usage of the rotation. The map I'm working on right now is mostly focused on rotating rooms, and I think its pretty sweet.But, it is a LOT of hastle. Rotating things seem to have a lot of bugs. I've been experiencing all sorts of phantom brushes, disappearing brushes, things just not working, explosions, implosions, wierdness, and random squirrel attacks.
I must also check out this Rentest2....
my 'puzzles' are a lot easier. ... a LOT easier.
My advice is that if you are going to make a room rotate and have the animation take a while, don't put any form of timed puzzle in.