Determining origins of brushes...

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G3mInI
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Determining origins of brushes...

Post by G3mInI »

Ok I have done a lot of searching but have not really obtained the answer I'm looking for. A brush in radiant when selected will give x y z dimensions of the brush. Which is what I need to add a brush via scripting. However I do not see anywhere where the origin is displayed of the brush. I tried bringing up the entities window but no origin is displayed with the brush selected. I even moved the brush around and still no origin is displayed. How can I determine the origin of a brush in radiant ? I have seen in the searches someone mentioning bottom left corner of brush is the origin. If this is true, would I put my cursor on the bottom left point in front view to get the x axis and then bottom left corner in side view to get the y axis? z axis is constant if the origin is located at the bottom most surface. :?

If someone knows where the origin actually is of a brush, please reply. I need this info to spawn an invisble set of brushes.

Thanks,
G3mInI
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G3mInI
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Post by G3mInI »

Well I do believe I answered my own question. I placed a script_origin in radiant and brought up the entities window to see its origin. Then by using the cursor in the 2d window I found that the actual origin is the exact middle of the bottom surface. Set the grid units to 1 for precise coordinates. Just passing it along if anyone else was interested in determining the origin of a brush.
Models are easy for they always display the origin in the entities window.

G3mInI
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tltrude
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shift + Q

Post by tltrude »

Well, you are wrong! The origin of an entity is the center point of that entity, or the center of an origin brush added to it. For a script_origin, the origin point is the center of the red box.

For a worldspawn brush you can see the coorodinates of the upper left corner (in 2d view)--above the selected brush. But, only if you have "ToggleSizePaint" turned on.

ToggleSizePaint = Shift-Q (turns on/off the selection size display)

Models have their own origin points. Like a player's origin is at his feet or a truck's origin may be in the center of its bounding box near the ground.
Tom Trude,

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G3mInI
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Post by G3mInI »

Alrighty then! Thank you for clearing that up. I have no idea why the z axis was equal to the bottom of the script_origin in the entities window. I must have done something or didnt read it write. I take your word for it though, and thanks for setting me straight. :)

G3mInI
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