How do you use the prop_door_rotate entity?

How do you use the prop_door_rotate entity?

Re: How do you use the prop_door_rotate entity? Posted by DedDog on Wed Dec 8th 2004 at 1:15am
DedDog
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Posted 2004-12-08 1:15am
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13 posts 11 snarkmarks Registered: Dec 3rd 2004 Occupation: Unix & Storage Admin Location: USA
I'm trying to use the prop_door_rotating entity to build a chain link gate using one of the models under prop_wasteland, but it always rotates on the center of the model. I've moved the hinge axis (which the circles on the entity) to where I want it to rotate, but that doesn't change anything. Actually, it changes the values in the hinge axis field property, but it still behaves the same.

I could build a door with func_door_rotating, but that looks like crap compared to the model.

Any help on this would be greatly appreciated, the rest of my hair is going to go gray at this rate.
Re: How do you use the prop_door_rotate entity? Posted by ReNo on Wed Dec 8th 2004 at 1:24am
ReNo
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Posted 2004-12-08 1:24am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
This should be in HL2 editing, not HL editing, so I'm moving it.
Re: How do you use the prop_door_rotate entity? Posted by DedDog on Wed Dec 8th 2004 at 2:01am
DedDog
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Posted 2004-12-08 2:01am
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13 posts 11 snarkmarks Registered: Dec 3rd 2004 Occupation: Unix & Storage Admin Location: USA
Thanks ReNo, shows I lost my concentration on where I was.
Re: How do you use the prop_door_rotate entity? Posted by ReNo on Wed Dec 8th 2004 at 2:02am
ReNo
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Posted 2004-12-08 2:02am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Hehe, don't worry about it :smile: I've not looked into that entity yet so I'm afraid I can't really help out here.
Re: How do you use the prop_door_rotate entity? Posted by lx_mcc on Wed Dec 8th 2004 at 5:24am
lx_mcc
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Posted 2004-12-08 5:24am
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I dunno, as long as the purple circle is on the edge farthest from the handle (where you want it to pivot from) then it should work as far as I know.

The problem I had with the prefab doors was that there was an invisible wall in their place when I opened them. So I'm just going with the brush doors
Re: How do you use the prop_door_rotate entity? Posted by Nanodeath on Wed Dec 8th 2004 at 5:57am
Nanodeath
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Posted 2004-12-08 5:57am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
For future reference the circle is called a helper object, and it represent the origin. :smile:
Re: How do you use the prop_door_rotate entity? Posted by RabidMonkey777 on Wed Dec 8th 2004 at 6:25am
RabidMonkey777
207 posts
Posted 2004-12-08 6:25am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
They all seem to work fine for me - Just make sure to rotate them so the little origin circle is where you want the door to be hinged upon. Also, all openable doors need to have hardware selected, so make sure you've selected what type of handles and such it has.
Re: How do you use the prop_door_rotate entity? Posted by DedDog on Fri Dec 10th 2004 at 2:00am
DedDog
13 posts
Posted 2004-12-10 2:00am
DedDog
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13 posts 11 snarkmarks Registered: Dec 3rd 2004 Occupation: Unix & Storage Admin Location: USA
I figured out what I was doing wrong, the model I'm determined to use isn't an actual door. The various doors all work fine.

Guess I'll have to switch what I want my gate to look like, since I can't find a door model for a chainlink gate (and I'm not talented enough to make a model of it).
Re: How do you use the prop_door_rotate entity? Posted by copper monk on Mon Dec 13th 2004 at 10:24pm
copper monk
4 posts
Posted 2004-12-13 10:24pm
4 posts 0 snarkmarks Registered: Dec 3rd 2004 Occupation: i put the tabs on tin cans :D (not) Location: this is canada
yeah its really wierd, im getting the same probelm.

no matter where i put those little circles, the door always rotates
around the center... maybe could some one send me a tiny little vmf
file of prop_door_rotating that works please lol

if you can't do it cheat, lol

monkeh
Re: How do you use the prop_door_rotate entity? Posted by ReNo on Mon Dec 13th 2004 at 10:30pm
ReNo
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Posted 2004-12-13 10:30pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You can't change the rotation axis it seems, it always uses the default
  • rotation around the z-axis at the origin of the model. A few of us
have posted this problem on VERC, hopefully Valve will notice it an
sort the issue. For the mean time I've just had to settle with changing
the orientation of the object in order to have the z-axis rotation suit
it.
Re: How do you use the prop_door_rotate entity? Posted by morpheus77 on Mon Jan 10th 2005 at 9:23pm
morpheus77
21 posts
Posted 2005-01-10 9:23pm
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
I had the same problem, prop_door_rotating will allmost all the time rotate along its centre.

I got tired of it:

I drew a small rectanglular axle on the spot I want it to rotate, make that a func_door_rotating. give it a name, like door_axle

Then use a prop_dynamic instead of a prop_door_rotating. And set its parent to door_axle, set the sound of the door triggers etc. and it works fine.

Good luck. :rolleyes:
Re: How do you use the prop_door_rotate entity? Posted by ReNo on Tue Jan 11th 2005 at 12:45am
ReNo
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Posted 2005-01-11 12:45am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
That is the only real solution - somebody from Valve on the VERC forums
confirmed that the prop_door_rotating entity is only meant to work on
the Y-axis, and that it currently has a bug that prevents it rotating
around any non-central axis. Effectively, this means it is pretty
useless for most circumstances.