Re: Rotating Pictures
Posted by Sushi on
Sat Aug 30th 2003 at 7:18pm
Sushi
member
20 posts
12 snarkmarks
Registered:
Aug 30th 2003
Occupation: Student
Location: Hollywood, California
In Half-Life single-player you see a poster and after few minutes/seconds it flips into three sections showing another picture; I was wondering how is that done? And entity; or a sprite?
Re: Rotating Pictures
Posted by KoRnFlakes on
Sat Aug 30th 2003 at 7:20pm
1125 posts
511 snarkmarks
Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
lots of func_rotating brushes aligned next to each other, each side has a piece of a picture textured to it so that when theyved rotated 90 degree's it forms the full image.
Re: Rotating Pictures
Posted by Orpheus on
Sat Aug 30th 2003 at 7:32pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
look up any tut on "func_rotating_door" and you can use it..
Re: Rotating Pictures
Posted by mike9292 on
Sat Aug 30th 2003 at 7:33pm
41 posts
14 snarkmarks
Registered:
Jun 11th 2003
first i would apply the texture and then use the clip tool to make seperate peices
Re: Rotating Pictures
Posted by Vash on
Sat Aug 30th 2003 at 7:49pm
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
I asked ralph this same question and saw it for myself. Basically its 4 different func_rotatings, rotating at different angles, at different times, and stopping for a few seconds before rotating again.
Re: Rotating Pictures
Posted by Cash Car Star on
Sat Aug 30th 2003 at 8:29pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
Correct me if I'm wrong, but I didn't think func_rotating's could stop rotating. I would probably resort to either func_door_rotatings or some weird func_train thing that rotates the trains between path_corners.
Re: Rotating Pictures
Posted by Campaignjunkie on
Sat Aug 30th 2003 at 8:47pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
If you really want to know, I believe there's the source (.rmf) to c1a0 or something in the HL SDK 2.2 Full, and you can see for yourself. Along with a spinkee env_beam demonstration map.
Re: Rotating Pictures
Posted by Gollum on
Sat Aug 30th 2003 at 11:14pm
Posted
2003-08-30 11:14pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
It must be some func_door_rotatings, or similar entities such as func_platrots (which are rotating, rising platforms).
A func_door_rotating is a rotating entity that rotates back and forth between two positions. You can set the degree and direction of rotation. A func_platrot could be used for the same effect, but there is no need here.
Note that it would be much more difficult to create a rotating billboard that displayed more than two different adverts. This is because a func_door_rotating can only have two positions. You could create the illusion of more adverts by using a sequence of env_renders to swap several billboards, which appear to be only one billboard. If you would like to know how this is done, let me know :smile:
A func_rotating cannot be stopped in a particular position (it can be stopped by triggering, but where it ends up will depend on when it is triggered. This is imprecise for positioning).
From my considerable and frustrating experience with rotating func_trains and tracktrains, I suggest that neither of these entities would work.
The source file to that particular map is not included in the SDK.
Re: Rotating Pictures
Posted by Archaic on
Sun Aug 31st 2003 at 1:11am
Archaic
member
10 posts
81 snarkmarks
Registered:
Oct 10th 2002
I've seen this map file. It was done with func_door_rotating entities controlled by multi_managers and started by a trigger_auto.
Re: Rotating Pictures
Posted by Gollum on
Sun Aug 31st 2003 at 10:32am
Posted
2003-08-31 10:32am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
There's a lot of similar maps in that section of the game - c1a0, c1a0a, c1a0b etc. The very first one (c1a0) is included, but I don't believe it contains this effect.
Re: Rotating Pictures
Posted by Myrk- on
Mon Sep 1st 2003 at 12:03am
Posted
2003-09-01 12:03am
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Use the map decompiler then, it's usefull for seeing entity arrangements.
Re: Rotating Pictures
Posted by Cash Car Star on
Wed Sep 3rd 2003 at 1:07am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
Func_rotatings are different than func_door_rotatings. I'm sure he meant what he said.