func_rotating with .md3

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func_rotating with .md3

Postby toneddu2000 » Sun Mar 15, 2009 11:49 am

Hi guys! I'm trying to build a map with a func_rotating but it's not how I expexted. II create a "pivot"brush, I give it a origin material, then i create the "fan" brush, I select first origin then fan and right-click :func_rotating. It appears a menu where I can put speed, model and sound.
Speed value works but when I put the path of the .md3 model Net Radiant compiles but in game there's only the fan brush!
I thought that I could use a fake brush and link it to a .md3 but maybe is impossible
Any Idea?
Thanks! :)
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Postby tZork » Sun Mar 15, 2009 3:04 pm

create a misc_model, select the model and place it where you want it relative to the fan
select first the rotating then the misc_model and link them (ctl+k).
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Postby toneddu2000 » Mon Mar 16, 2009 4:54 pm

Thanks tZork !!! I made a test but it doesn't work. I used these steps
1 I create a box brush (with height > than width) and I gave it origin tex
2 I create a box (with width > than height> that fixes in the origin box
3 shift -select box origin and second box and func_rotating
4.added speed value to 100
5.added misc_model and link to model
6a.shift select the origin and then the misc_model and ctrl+K
or
6b.shift select first the second box and then the misc model and ctrl+K
7.compile

in 6a step it returns me the error:
Code: Select all
SV_PushMove: entity #10 has an invalid modelindex

in6b step the model doesn't rotate
Where I failed? :shock:
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Postby toneddu2000 » Fri Apr 10, 2009 7:27 pm

After 3 weeks of abandon, I tried to build a map with a func rotating md3 and I had success!
So if there's anyone who wants to know the steps, here it is:
1 create a tall box and gave it an origin shader
2 create a box and gave it a shader(it doesn't import which)
3 load a misc model (i use a .md3 but it maybe works with other formats too)
4 select FIRST the origin and THEN the box and right-click - func_rotating
5 add to func rotating( selecting the origin box) a speed key with a 100 value
6 select FIRST the misc_model and THEN the box and press ctrl + k
that's it :D
bye!
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Postby jal » Wed Apr 29, 2009 5:08 pm

Add your func_rotating entity as usual. Texture the func_rotating brushes with weaponclip if you want it to be solid or nodrawnosolid if not. Add a key model2 to the func_rotating and put the path to the md3 in there.

Warning: I know this works for q3 and other games. I'm not sure if Nexuiz uses a modelindex2.
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Postby toneddu2000 » Sun May 03, 2009 10:48 am

Thanks jal! According to your reply, I tried a simplier method: I created a box with an origin shader, and I trasformed it in a func rotating. Then in the bottom part of the entity, where there's a model tab, I choose the path of the .md3 object and It works!:D I don't know why the first time I did it didn't work. Maybe because this time I used 2.5 version of Nexuiz and the 1.50n Netradiant version for Ubuntu.
The method that you gave me doesn't work for me but I'ts possible that I made a mess!
I create first in the entity tab a classname - model2 ,then a key - model2 and then again a model2 - path of the md3 but nothing!But the method above is great!
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