This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I need help rotating an entity about its own axis. Basically, what I want to be able to do is add 90 degrees to the entity's y-axis rotation. This works fine by simply doing a angles.x+=90 when the entity's orientation matches that of the world's. However, if the entity is tilted or aligned differently, this doesn't give the desired result since it will rotate it 90 degrees to the world's perspective. I have tried using cross-products and vector multiplication, but everything I am doing is wrong and not giving the right result.
All I want to do is make a wheel aligned with a plane. If I do VectorAngles(tr.plane.normal, angles) then apply the angles, the wheel sticks out perpendicular to the plane instead of running tangent to it. Rotating by 90 degrees along the y-axis will fix this, but only if the plane's "up" is the same as the world's "up". There is some kind of vector math trick to get this to work that I don't know. If any of you know how to solve this, please let me know. Thanks a lot! -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

