Title : Rotating Walls (brushes) Filename : rwalls01.zip Version : 0.1 Date : 21/11/96 Author : Ben Lehman Email : lehman@world.net Build time: 1 day (yeh, right) Type of Mod ----------- Quake C : yes Sound : no MDL : no Brush type : yes Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no context diff : no .qc files : yes progs.dat : yes Description of the Modification ------------------------------- id Software have said several times that "Quake cannot do rotating brushes - wait for Quake 2". Well that's not really true. Quake can in fact do rotating brushes, in much the same way as it rotates any other object. However these rotating structures are limited. Limitations: There are three main limitations due to the Quake engine itself (I think): * a rotating brush can cause problems with the texture mapping of other brushes in view of the player. You can see the problem in the example map if you put the resolution high enough. While this does not disrupt gameplay, it doesnt look all that good. QuakeLab has called this the Hall Of Mirrors effect (after a similar problem in Doom). If anyone knows a fix please mail me. * the bounding box of a rotating brush does not rotate with that brush. * if the bounding box of a rotating brush is not in the players view, then the brush will disapear. This is logical if you think about it. How to Install the Modification ------------------------------- Install the progs.dat as per usual. To insert an rotating wall into your map, follow these steps: 1. make an entity of classname "rotating_wall"; 2. the rotation handle of this entity is (0,0,0), but it may be placed anywhere in the map. For example, if you want the brush to be rotated about it's center, then make the center of the brush at (0,0,0). However, if you wanted a brush to rotate about its edge, then put the edge at (0,0,0). Note that you can put multipule brushes on top of each other at (0,0,0) without a problem. Also make sure there is some light at (0,0,0) because this is where the brushes are lit from. 3. to define where the brush will appear in your map, the entity has r_wall_x, r_wall_y and r_wall_z parameters. Just set these to where you want your brush (but make sure to leave the brush at it's rotation handle). If these are omitted, the brush will appear at its rotation handle. (Tip - if your using WorldCraft, the x, y and zcoords are in the status bar). 4. to set the brush spinning, the entity has r_wall_x_spin, r_wall_y_spin and r_wall_z_spin. Each of these detail how fast it spins in each given plane. These parameters default to 0. Below is an example of the entity code: { "classname" "rotating_wall" "r_wall_x" "544" "r_wall_y" "96" "r_wall_z" "64" "r_wall_x_spin" "40" "r_wall_y_spin" "50" "r_wall_z_spin" "20" { [insert brush info here] } } Thats it. Remember, it will only work with the modified progs.dat. Technical Details ----------------- See the qc files (quite simple really). Author Information ------------------ I play quake, I write web pages, I do law - In that order. Copyright and Distribution Permissions -------------------------------------- The modifications included in this archive are Copyright 1996, Ben Lehman. The original QuakeC source is Copyright 1996, id software. Actura Software cannot do anything with these files. Authors MAY use these modifications as a basis for other NON COMMERCIAL works provided that the original author, Ben Lehman, is given express credit. Authors MAY NOT use these modifications as a basis for other COMMERCIALLY available work without express permission from the original author, Ben Lehman. Permission may be given on terms. You may distribute this Quake modification in any electronic format as long as all the files in this archive remain intact and unmodified and are distributed together.