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Benfun7
6th September 2005, 22:36
Hey,
Is it possible for me to make a ferris wheel, but where the cars you ride in rotate so they stay level, and the arms rotate to raise the ferris wheel?

<MH>#DeatH**]SF[
7th September 2005, 01:35
Well you could test this in radiant. Just select all the brushes, and turn them into a func_rotation, and add an origin brush @ the centre....you can also set the speed by pressing n.

Hmmmm never made anything rotate...so im not entirely sure it will work.

Benfun7
7th September 2005, 01:49
Ok, thanks.

Ifurita
7th September 2005, 02:40
i don't think that will work. Func_rotating is a fixed object that rotates around an axis. What Benfun is suggesting (I think) in infinately more complex. He wants a script mover that wants to move in an arc and continously rotate as moves through that arc x the number of cars

Benfun7
7th September 2005, 04:21
Yeah, I guess thats not possible (Or way to tuff for me), so I just went ahead and made the whole thing a func_rotating.

jtiger
8th September 2005, 17:16
I once wanted to make a theme park map for ET, a map with ferris wheel, ghost train, logfume, mirror maze ;-) and some more.
I gave up after playing with radient :-(.

carnage
8th September 2005, 17:24
perhaps its posible with an animated md3

if ur clever you will only have to animate one cart of rotation

kamikazee
8th September 2005, 17:47
Problem is then to let the animation start right at the exact frame. But it should be possible in some way though, if you have loads of time you could find it out.

Is it possible to let a brushwork entity follow a tag without rotating the brushwork? Wow, rotate the model with the tags and let the carts only follow the tag but not rotate to it?

chr1s
8th September 2005, 17:57
well one way could plot a loop with splines using the same number of splines as you do carts and space them out equally, then make all the carts with the origin brush at the top of the cart where it would be connected to the main wheel, then make each cart a script mover make sure they all seperate script movers then script it so they all follow each other going to the next spline around in circle, then the tricky part would be the wheel section, make a rough wheel out of brushwork, afaik you cant use patches in script movers, then using trial and error make this wheel rotate using the setrotation command i think it is and try out different speeds to match the movement of the carts, wouldnt take too much scripting if dont use like loads of carts.

Benfun7
8th September 2005, 18:50
Thats what I was thinking, im going to leave it like I have it for now, but start on that later maybe. :D

CooperHawkes
8th September 2005, 22:37
attachtotag and clever faceangles / setrotation should do the job...