Maybe this will help - I wrote it to answer a similar question:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Tony Paloma
> Sent: Thursday, April 12, 2007 10:42 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Rotating something about it's own axis
>
> 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!
>
> --
>
>
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