AdmiralTootToot@Posted: Fri Jan 13, 2012 12:56 am :
Is there a way to rotate a model from a definition file? Like how the offset of the model can be adjusted like:

   mesh                  models/weapons/blaster/view.md5mesh
   offset                  (2 -7 -2)

for kicks I tried adding:

   rotation                  (-2.68718e-007 -1 -4.03077e-007 3.57628e-007 -4.03077e-007 1 -1 2.68718e-007 3.57628e-007)

but the model was still using the same rotation. Is there a way to rotate the model other than altering the model?

BloodRayne@Posted: Fri Jan 13, 2012 8:50 am :
Yes, you need to set it's 'angle' key.
E.g. 'angle' '270' (point south in the editor).

Make sure you delete any rotation keys first, or the angle key will not work.

AdmiralTootToot@Posted: Fri Jan 13, 2012 10:51 pm :
Doesn't angle only change the left to right facing of an object? I'm looking to rotate on the other axis. How would I for example flip an object upside down?

And I tried adding:

   angle   (90)

under the model's mesh reference just to see if it would change and nothing changed.

BloodRayne@Posted: Sat Jan 14, 2012 11:49 am :
Just think of it like this, rotation works for any .ase, brush and patchwork. For MD5Meshes you need to set their angle keys (0-360, or -1 and -2).
Setting both the rotation and angle key will not work.

I don't know what else to say, I've been using this in Grimm since... whenever. And it works. Place the model, go to the entity inspector and set the right angle from there.
Perhaps it works differently in Q4.

AdmiralTootToot@Posted: Sat Jan 14, 2012 3:35 pm :
Ah I see the confusion here. It sounds like you're talking about changing the model's rotation in an editor but I'm looking to try to permanently change it from a .def file, without having to actually edit the original md5mesh itself.

BloodRayne@Posted: Sat Jan 14, 2012 4:03 pm :
Ah I see. Then setting the angle key in the entity definition should still work, weird..

Sikkpin@Posted: Sat Jan 14, 2012 4:12 pm :
I tried to do this same thing once. Nothing I tried would work. So, my guess is that it's not possible but I'm sure you can add the functionality with the SDK. Never looked into it myself but it should be rather simple to do.