How to rotate objects on the x and y axis?

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Kasofa1
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How to rotate objects on the x and y axis?

Post by Kasofa1 » Wed Oct 07, 2009 7:18 pm

How does one rotate objects (like arcs) along the x or y axis?
Like to know, I have an interesting map idea.

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mrapple
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Re: How to rotate objects on the x and y axis?

Post by mrapple » Wed Oct 07, 2009 10:38 pm

no you can not. you will have to create a mesh to do this.

whats your idea? o.O
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Re: How to rotate objects on the x and y axis?

Post by Kasofa1 » Wed Oct 07, 2009 11:11 pm

I think it can, what about the treads in the 'Two Tanks, Laser Sniping' map?
I was thinking something along the lines of a train, probably a steam engine sort of thing.

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Re: How to rotate objects on the x and y axis?

Post by Tanx » Wed Oct 07, 2009 11:17 pm

Actually you can with spin
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optic delusion
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Re: How to rotate objects on the x and y axis?

Post by optic delusion » Wed Oct 07, 2009 11:19 pm

sure you can. Use spin. You can use it more than once. Do the spin in each axis seperately. I got this out of an old map of mine.

Code: Select all

textureMatrix
  name tunspin1
  spin 0.3
end
material
  name tunnel1
  specular 0.5 0.5 0.5 1
  addtexture title.png
    texmat tunspin1
end

arc
  position 0 112 0 
  shift  0 0 397
  size 15 15 183
  angle 360
  ratio 0.03
  divisions 32
        spin 90 1 0 0  #spins 90 degrees in x
	spin 135 0 0 1 #spins 135 degrees in z  
  texsize 2 1 2 1
  inside matref tunnel1
end
That's not a great way of doing it, because using spin multiple times can change an object's location, as well as it's orientation. It's hard to predict where you'll end up. The easiest way to do it might be..... spin it before moving it.

1. Make the arc so it's center is at point 0 0 0. The center, not the bottom, must be at 0 0 0, so if it's ten units tall, make it's position 0 0 -5.
2. Spin the arc into the rotation you want.
3. Use define and group to shift the arc to it's final location.
Last edited by optic delusion on Wed Oct 07, 2009 11:24 pm, edited 2 times in total.
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Re: How to rotate objects on the x and y axis?

Post by khazhyk » Wed Oct 07, 2009 11:21 pm

You can rotate arcs, meshboxes, meshpyrs, spheres, cones, and meshes using the 'spin' property.
It will not work with normal boxes or pyramids as far as I know.

Spin works as such:
spin angle nx ny nz
where 'angle' is the angle, turning clockwise. nx, ny, and nz are true/false toggles, which change on which axis you rotate the object. if nx is '1', and ny and nz are 0, then you will turn on the x axis. iirc, you can only spin on one axis at a time, which is okay, because you can repeat spin as much as you want.

for example:

Code: Select all

meshbox
name yay
shift 0 0 0 #it doesn't move
scale 10 10 30 # it's 10 by 10 by thirty units big
spin 90 1 0 0 # spins 90degrees on the x axis
spin 23 0 0 1 # spins 23degrees on the z axis
spin 45 0 1 0 # spins 45degrees on the y axis.
Edit: oh hey, looks like someone beat me to it. sadface
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Re: How to rotate objects on the x and y axis?

Post by optic delusion » Wed Oct 07, 2009 11:25 pm

wow, 4 other posts while i was editing mine...
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Re: How to rotate objects on the x and y axis?

Post by blast » Thu Oct 08, 2009 2:11 am

You should be able to spin regular boxes and pyramids as well if you have a new enough bzfs version, but I haven't tested that.
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