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ORIGIN texture?

by Tom Spilman · in Artist Corner · 02/01/2005 (7:48 am) · 8 replies

What is the ORIGIN special texture used for in a map? I can't find that map2dif actually does anything special with brushes which use it. Is it junk left over from the old engine?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
02/01/2005 (9:03 am)
In a HL map, it was used as a reference point to rotate brushes around....don't know about TribesII; but I suspect something similar.
#2
02/01/2005 (10:32 am)
Only thing I can think of it being useful for is allowing you to have the "base" of the building be somewhere besides z zero in Quark/Hammer so that you can do "Drop to Ground" on it and have it line up correctly without building the model to certain constraints in the editor. FYI, it is being depreciated in the new map2dif. I can always add it back if there is enough demand later on.
#3
02/01/2005 (10:46 am)
@Matt - Humm... couldn't find where it was used in map2dif. Well there is a little need for it since moving your scene after the fact would screw up your texturing. Still why have a brush with a texture on it? If you add it back fix it... make it a point entity.
#4
02/01/2005 (10:53 am)
If I recall correctly, the Origin Brush was made a brush (in HL) so that you could group it with other brushes into a single entity, like a rotating door. You couldn't stick a point entity into another entity like that.

I'd vote for keeping it a brush if it ever needs to come back - no reason to break the de facto standard.
#5
02/01/2005 (10:58 am)
@Mark - That makes much more sense to me now.
#6
02/01/2005 (1:55 pm)
I'd also like to see it kept in. The base functionality of an origin brush, is simply a brush that exists for easy viewing, while only the centerpoint is of concern to the compiler. Of course this makes great sense to use as the hinge on a door, but there are numrous other uses that will eventully be thought of.
#7
02/01/2005 (2:20 pm)
Currently it is unusable. By "removing it" I mean that I am pulling 3-4 lines of code where it is set as a reserved texture name which is then never used. As far as I can tell it is purely a legacy thing from the Quake 1 source code that map2dif is partially based on. When I add proper doors and moving interior pieces, I will, of course, bring back this functionality but I don't see any particular reason to leave it in that till then.
#8
02/23/2005 (3:37 am)
The engine searches this textures, too. You can remark many lines in the console "Could not locate texture..."
But there are no further consequences, am I right about this?
Quote:When I add proper doors and moving interior pieces, I will, of course, bring back this functionality but I don't see any particular reason to leave it in that till then.
I read not all your .plan Matt but where did you place this task on your todo-list.
Or are you already programming on this thing?