How do you move a ROOM?

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Reverend Protocol
20 Posts
Posted Feb 07, 2008
I keep reading people talking about rotating an entire room, but how do you do that? Is it a pretty hairy process that requires a lot of parenting?
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xitooner
132 Posts
Posted Feb 07, 2008
Replied 26 minutes later
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?)

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youme
937 Posts
Posted Feb 07, 2008
Replied 1 minutes later
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.

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Reverend Protocol
20 Posts
Posted Feb 07, 2008
Replied 13 minutes later

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.

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Interitus
145 Posts
Posted Feb 07, 2008
Replied 1 hour later

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....

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NykO18
183 Posts
Posted Feb 07, 2008
Replied 1 hour later
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.
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Interitus
145 Posts
Posted Feb 07, 2008
Replied 2 hours later

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.

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Reverend Protocol
20 Posts
Posted Feb 08, 2008
Replied 2 hours later

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....

http://halflife2.filefront.com/file/Por ... 0#Download

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Interitus
145 Posts
Posted Feb 08, 2008
Replied 7 hours later
Yeah, I checked out the map last night. Good use of rotating rooms I'd say. But I couldnt figure out the puzzle, so I gave up and did something else instead.
my 'puzzles' are a lot easier. ... a LOT easier.
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Aldéz
221 Posts
Posted Feb 08, 2008
Replied 2 hours later
Don't make the room as a func_rotating. Make a room of func_brushes instead and set their parent to a func_rotating. Put the tool/toolsinvisible texture on the func_rotating and tick the Not Solid flag. Never tried rotating rooms, but it should work fine.
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frozenose
2 Posts
Posted Feb 10, 2008
Replied 2 days later
I played Ren_Test 2 yesterday, and wasn't overly impressed. The problem with a rotating room in a game like Portal, is that if the puzzle is any good or if the fling is challenging, it is going to take several tries. It got to the point in Ren_Test 2 that I was really sick of watching the room flipping animation. I knew exactly how to complete the map but was one attempt away from just quitting because the energy ball kept blowing up on me. Luckily, I finished on that last attempt ^_^.

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.