letran 2 Posted December 18, 2017 Report Share Posted December 18, 2017 I changed an existing prefab (mirror on stand) to be a larger floor standing version. I saved it as a prefab from origin 0,0,0 and it appears fine in the prefab viewer etc.However, when i import it into my current map and rotate it, one part rotates the origin correctly but the other two still remain oriented in the XYZ direction and don't rotate accordingly. It means the tilting is at a crazy angle. How can i set the correct origin rotation on the two parts and make it stick? thank you. Quote Link to post Share on other sites
Bikerdude 3741 Posted December 18, 2017 Report Share Posted December 18, 2017 You create a nodraw brush and make i a func_mover like a door or handle, then you bind the mirror two it - I think maybe the func_mover is missing from the prefab? I originally made that prefab, and to be honest we need a batter 'mirror' material. The silver serving tray I used has a broken material, it reflects everything at the wrong angle. What we need is -An actual desktop and floor standing mirror modelA replacement mirror textureAnother issue existing the reflection is very perf heavy, so either the mapper has to be carefull where they place it, or we come up with two textures full reflection and fake reflection. We would need help from a modeler and a team member. Quote Link to post Share on other sites
Springheel 4645 Posted December 18, 2017 Report Share Posted December 18, 2017 I changed an existing prefab (mirror on stand) to be a larger floor standing version. I saved it as a prefab from origin 0,0,0 and it appears fine in the prefab viewer etc.However, when i import it into my current map and rotate it, one part rotates the origin correctly but the other two still remain oriented in the XYZ direction and don't rotate accordingly. It means the tilting is at a crazy angle. How can i set the correct origin rotation on the two parts and make it stick? thank you. origin rotations.JPG Are you using the most recent version of DR? Prefabs should be created already merged as a group, which means they should rotate together. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Bikerdude 3741 Posted December 18, 2017 Report Share Posted December 18, 2017 Are you using the most recent version of DR?2.4.0 had a bug where items would sometimes get rotated separately(I never go around to logging a tracker), I wonder if that's been fixed in 2.5.0pre1..? if not will log a a tracker etc. Quote Link to post Share on other sites
letran 2 Posted December 18, 2017 Author Report Share Posted December 18, 2017 I am using DR 2.4.0 x64.They do come in grouped but two out the three components don't rotate properly. And B1k3rdude is another chap i'd like to thank regarding video tutorials. Learnt alot watching them, cheers. Quote Link to post Share on other sites
letran 2 Posted December 18, 2017 Author Report Share Posted December 18, 2017 I did also make a mini version of what B1k3rdude compiled as a prefab. That and his original do the same thing.Maybe it is a DR thing? Quote Link to post Share on other sites
Springheel 4645 Posted December 19, 2017 Report Share Posted December 19, 2017 When things are in a group, they appear blue when you select them. It doesn't look like the entities in your screenshot are grouped. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
teh_saccade 233 Posted December 19, 2017 Report Share Posted December 19, 2017 (edited) I originally made that prefab, and to be honest we need a batter 'mirror' material.Did you not see the mirrors and reflections in Vanished One's "In the Black"..?They were great - especially the puddles of water. // also the rotation origin bug in dr24 appears to have been fixed in dr25 Edited December 19, 2017 by teh_saccade Quote http://nolfrevival.tk/ Link to post Share on other sites
letran 2 Posted December 19, 2017 Author Report Share Posted December 19, 2017 Springheel - I broke that apart just to take the screen grab. Perhaps someone can try importing that prefab (the existing mirror and stand) and see if it does the same. Id be interested if someone running a beta of 2.5.0 DR has a different outcome. Cheers Quote Link to post Share on other sites
Bikerdude 3741 Posted December 19, 2017 Report Share Posted December 19, 2017 drop me a pm to remind me to do it when i get home. @TS, i havent played that mission yet so will have a look. Quote Link to post Share on other sites
Obsttorte 1524 Posted December 20, 2017 Report Share Posted December 20, 2017 There are several buttons at the top that handle the rotate behaviour of entities. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
letran 2 Posted December 20, 2017 Author Report Share Posted December 20, 2017 There are several buttons at the top that handle the rotate behaviour of entities. Sadly none of those remedy this issue.It is present in the existing prefab furniture>misc>mirror_stand. Can anyone link DR 2.5.0 beta for me to try?thanks Quote Link to post Share on other sites
Bikerdude 3741 Posted December 20, 2017 Report Share Posted December 20, 2017 Its in the DR section of the forum fella - http://forums.thedarkmod.com/topic/19243-darkradiant-250-pre-release-tests/ Quote Link to post Share on other sites
Springheel 4645 Posted December 20, 2017 Report Share Posted December 20, 2017 Springheel - I broke that apart just to take the screen grab. Perhaps someone can try importing that prefab (the existing mirror and stand) and see if it does the same. Id be interested if someone running a beta of 2.5.0 DR has a different outcome. Cheers I imported it in 2.04 and it rotated fine for me. Wait, I reread your original post...did you say you resized the models in your prefab? Resizing models can produce some glitchy results. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
letran 2 Posted December 20, 2017 Author Report Share Posted December 20, 2017 (edited) I imported it in 2.04 and it rotated fine for me. Wait, I reread your original post...did you say you resized the models in your prefab? Resizing models can produce some glitchy results. I did scale the mirror (tea tray) part. But the others i reverted to worldspawn, changed dimensions then changed back to func_statics and re-applied the parameters. It's strange that Bikerdudes original prefab doesn't work for me?! I'll install the DR 2.5.0 pre2 release tonight and retry. Thanks for helping out guys - getting there ! BTW - here are the prefabs for anyone to try -- https://drive.google.com/drive/folders/1rYIHbuSwrpc_db8mo9LUaS1ptu4HkMi3?usp=sharing Edited December 20, 2017 by letran Quote Link to post Share on other sites
letran 2 Posted December 20, 2017 Author Report Share Posted December 20, 2017 I've tried with DR 2.5.0 pre2 and it makes no difference. Here's a quick video of the issue.https://drive.google.com/file/d/1DK7NsMtaJ5UWl9ONQjgmeDmwaJ7cbX5W/view?usp=sharing Quote Link to post Share on other sites
Obsttorte 1524 Posted December 21, 2017 Report Share Posted December 21, 2017 You do not necessarely have to revert func_statics to worldspawn if you want to make changes. You can use tab to alternate through the primitives. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
letran 2 Posted December 21, 2017 Author Report Share Posted December 21, 2017 You do not necessarely have to revert func_statics to worldspawn if you want to make changes. You can use tab to alternate through the primitives. Thank you - yes i have discovered this but i sometimes forget ! Quote Link to post Share on other sites
Bikerdude 3741 Posted December 21, 2017 Report Share Posted December 21, 2017 (edited) Here's a quick video of the issue.https://drive.google.com/file/d/1DK7NsMtaJ5UWl9ONQjgmeDmwaJ7cbX5W/view?usp=sharingI dont see what the issue is, yes the model has its origin angle different to the brush based FS - but they were all rotating together in the video..? Edited December 21, 2017 by Bikerdude Quote Link to post Share on other sites
Springheel 4645 Posted December 21, 2017 Report Share Posted December 21, 2017 I don't see the problem in your video either. The entire prefab seems to be rotating together, as expected. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
letran 2 Posted December 21, 2017 Author Report Share Posted December 21, 2017 I don't see the problem in your video either. The entire prefab seems to be rotating together, as expected. That's true - the model looks OK. But the tilt angle of the mirror isn't then perpendicular with the rest of the frame. I'll see if i can capture in game. Quote Link to post Share on other sites
letran 2 Posted December 21, 2017 Author Report Share Posted December 21, 2017 I'm afraid i'll need to find some free screen recording software. In the meantime i've done two screengrabs which attempt to show the issue. Not too clear though i'm afraid.If anyone could recommend some open source screen recording software for windows i'd appreciate it. thanks. Quote Link to post Share on other sites
Springheel 4645 Posted December 21, 2017 Report Share Posted December 21, 2017 https://screencast-o-matic.com/screen_recorder is a good free one. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
letran 2 Posted December 21, 2017 Author Report Share Posted December 21, 2017 Super thanks - Ill try that. Quote Link to post Share on other sites
letran 2 Posted December 21, 2017 Author Report Share Posted December 21, 2017 OK i've captured a change in DR and how it turns out in game. One asset is imported as is, the other is rotated 45 degs or so. https://drive.google.com/file/d/1BLTQpwVqpKqXHYSRueMDhx_umDvTDPuI/view?usp=sharing I'm not sure if i'm missing something here if others aren't getting that? thanks again. Quote Link to post Share on other sites
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