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Fan problem

Posted: Fri Aug 27, 2004 9:14 am
by Hell_Soldier
i tried to make a fan, and it didnt go well, so i deleted it and copied the one from the tutorial map.

on the editor i dont see anything, but its different when i play the map.

the fan i copied is just fine, and rotating. but the other textures from my old fan that i deleted are just stuck there, and dont apear in the editor

and the filter is set to "all" so i should see everything.

Image

Image

editor

Posted: Fri Aug 27, 2004 9:41 am
by tltrude
In the editor, create a brush that incloses the area and hit Selection > Select inside. That should select the invisible brushes so you can delete them.

Posted: Fri Aug 27, 2004 3:12 pm
by Hell_Soldier
i still cant find those invisible textures.

Posted: Fri Aug 27, 2004 5:10 pm
by hogleg
Those are invisible brushes, Do what Tom said, Draw a box over that whole area even ur fan and select/ inside then just hit backspace to delete even if you don't see anything.

By the way, Im sorry but that fan looks horrid, u should be able to find a prefab fan somewhere.

You can make it work without scripting just use the rotatingdoor func.
Hey Tom why don't u give him a link to ur fan map, that helped me. :wink:

Posted: Fri Aug 27, 2004 7:48 pm
by tltrude
hogleg wrote:You can make it work without scripting just use the rotatingdoor func.
Far as I know, you can't make a fan out if a func_rotatingdoor. I know what hogleg ment to say, but Hell_Soldier Probably does not. My fan map is no longer on-line.

You can make a script_object fan rotate by adding (Key N) this key/value.

Key: rotateY
Value: 180 // degrees per second

The fan Script_object should have a common/origin textured brush in the center--just incase it is not symmetical.

Posted: Fri Aug 27, 2004 10:22 pm
by hogleg
Yes you can make fan's from rotatingdoor/func!!!!
Thats how I do it!!!

See here for simple instructions:
http://www.modtheater.com/forum/showpos ... ostcount=1

Interesting

Posted: Sat Aug 28, 2004 3:12 am
by tltrude
That is interesting, but I don't see any advatage to using a func type door entity over a script_object entity. Does it do sounds or something?

Posted: Sat Aug 28, 2004 3:37 am
by hogleg
Not sure if there is a advantage or not, maybe one less thing the script has to be called on.. Dunno.

I just learned to do it that way before I knew what a script was. :lol:

script_object

Posted: Sat Aug 28, 2004 4:28 am
by tltrude
A script_object fan does not need any scripting either, just those key/values--unless you want to add sound. It would need a targetname for that.

The fan in the screenshots is a script_object, but it is poorly done. It needs a central motor hub, and rounded blades, to make it look real.