Rotating a structure by 45 degrees

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Tue Aug 21, 2007 12:31 pm

  • I'm trying to ratate a 16-brush tube by 45 degrees. This is not a problem as long as I stick to 90-degree increments. But when I try doing this at 45 degrees, the resulting structure resembles a rolled-up picket fence.

    Is radiant not capable of accurate rotations at 45 degrees?
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Tue Aug 21, 2007 12:42 pm

  • no it's not.
    The best way to make arbitrary rotations is to make a ase-file out of your brushwork. and then import it. models can be rotated perfectly, but brushwork very often brakes with arbitrary rotation.

    Here's a thread discussing this problem and a solution: http://www.quake3world.com/ubb/Archives ... 25680.html
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Tue Aug 21, 2007 1:42 pm

  • Strahlemann wrote:no it's not.
    The best way to make arbitrary rotations is to make a ase-file out of your brushwork. and then import it. models can be rotated perfectly, but brushwork very often brakes with arbitrary rotation.

    I also noticed that dragging the rotated brushes breaks them even more...
    Here's a thread discussing this problem and a solution: http://www.quake3world.com/ubb/Archives ... 25680.html
    Thanks for the tip. But having read the how-to, I'm not sure it's worth the effort. :?
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Wed Aug 22, 2007 2:34 pm

  • 45 degrees rotation simply does not work with the .map file format because the texture projection data does not work for this angle (it flips texture alignment after every single roundoff error).

    To counter this, you can tell Radiant to work in the "Alternate Texture Projection" mode, but Radiant won't read maps in the old format if switched to that mode. You'd need QuarK to convert the map file at least.

    Switching that mode also toggles some other Radiant bugs (fixes some and causes some new)...
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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