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ForumsJedi Outcast and Jedi Academy Editing Forum → Moving Models
Moving Models
2002-08-03, 10:49 AM #1
Ok i've been trying to get the hang of making models move. I know how to make a model spawn with an object via the 'model2' "key". Problem is how do you control the model, e.g. the direction it faces when it spawns and all. I've been tinkering with the misc_welder_model, the one used in Cairn but when it spawns it's not touching the column I want it to be attached to and it's facing inward, instead of away from column like it should...anyone know how to manipulate the models like that, since there is no entities window capabilites when you spawn via the 'model2' "key" I'm lost. Also, did the original welder from Cairn run using a script? that's the only way I can think they would be able to make it move like it did.
2002-08-03, 11:14 AM #2
um, to have the model face a certain way, you use the angle key; the compass thing in the bottom left of the entity box
Shaving is not a high priority with Jedi.
Would you want to shave with a lightsaber?

I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.
2002-08-03, 12:27 PM #3
How did I know someone would say that...ok thanks for replying but in my post i said that when you use the 'model2' key there is no option to use the entities window b/c the model is not drawn in the editor but only spawned along with the entity you select it to spawn with. There for you can't bring up an entity window on it so you can't just do it that way. It's possible there is no way other than scripting but thought someone might have some ideas I could atleast try.
2002-08-04, 7:11 PM #4
never heard of the model2 key. im assuming its how the bartender had the glass, kyle/jan ahd crystal, etc.

im thinking theres another keyvalue you can put to control the secondary model; how does the model2 key know where to place the secondary model?
Shaving is not a high priority with Jedi.
Would you want to shave with a lightsaber?

I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.
2002-08-04, 9:46 PM #5
i don't think it does that's the problem, it places the model like a good distance out from the entity that spawned it, i'm trying to figure out how to span the model so it's touching the entity that it spawns from.
2002-08-05, 8:00 AM #6
Why don't you just move the entity over even more so it's overcorrected and spawns in the right spot?

Also, why can't you just use a misc_model?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-08-05, 8:26 AM #7
Can't move it like that b/c the model moves with the entity, so say I moved the entity back 64 units, the model would spawn the same distance away from the entities new position. And I don't use misc_model b/c you can't assign them func's. My whole purpose is to try to get a moving model...it would open up some cool things for levels. ex: like when people have the ties hanging from arms on ceilings, it would be a nice additive to have it where a switch could actually activate the arms and make the ties lower to the floor or raise to the ceiling. Also I kind of want to put some of those sliding turrets in my level. Those type of things...but you can't do it without being able to make the models move.

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