Jump to content


Origins of prefab func_static parts don't rotate properly

origin rotate rotation func_static prefab build

  • Please log in to reply
26 replies to this topic

#26 letran



  • Member
  • PipPip
  • 37 posts

Posted 21 December 2017 - 03:26 PM

OK i must be expecting a func_static origin to behave differently. If i draw a brush out, convert to a func_static and then rotate it the origin doesn't move with it and stay locked. It keeps oriented with the grid. I was expecting it to change with the rotation of the func_static all along.


Not sure what the solution is in this case but hey ho - thanks everyone for all your help and guidance.

#27 Obsttorte


    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5823 posts

Posted 21 December 2017 - 04:33 PM

The origin keeps its position (if you have "rotate around origin" enabled), but it should change its orientation. If you do not have "rotate around origin" enabled, entities will be rotated around their center. However, when converting to func_static, its origin is initially placed at the center, so as long as you do not move the origin, it doesn't make a difference whether you have the option enabled or not.

FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

Also tagged with one or more of these keywords: origin, rotate, rotation, func_static, prefab, build

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users