Hi,
These might be lame questions, but...
1. I put a rotating door in my map and it works fine. The problem is that it only turns in one direction. How do I make it turn the other too?
2. I also made a breakable window. I want it to be as 'thin' as possible, so I put the nodraw texture on one of the sides but it just makes the brush completely invisible from the side it's put on. How do I set it up so it works as intended?
TIA,
Rookie One
Mapping: Rotating door and window
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Rookie One.pl
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Rookie One.pl
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Atleast the answer #1 is wrong! I would love to tell u about reading former threads but they're gone. I would love to tell u about Bjarne's tiki where I put a tutorial about rotating doors, but it's gone.Rookie One wrote:Double true!Setting the angle to 90 makes the door open in both directions and the window scaled to 1 appears just as I wanted it to. Thanks! Like the British say in CoD - bloody well done!
So, once again.
Short version: the angle must be set perpendicular to the doorface.
Longer version: 180deg and 360deg and 0 deg is the same for doors opening in both directions, same with 270deg and 90deg
0 deg is default, so u won't have to set that angle.
Very long version: Ask Bjarne to get his tiki running
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- HyperKiller
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I am wondering..
If we want normal doors we put that origin stuff where the hinges should be.
Do the door turn around the center of the origin?
Yes - It is good to put the origin so that the center of the origin is on the edge of the door?(i have allways placed the origin inside the door brush and then when i opened the door in the game, the door and the wall overlaped)
If we want normal doors we put that origin stuff where the hinges should be.
Do the door turn around the center of the origin?
Yes - It is good to put the origin so that the center of the origin is on the edge of the door?(i have allways placed the origin inside the door brush and then when i opened the door in the game, the door and the wall overlaped)
If u were talking about normal doors like doors opening only in one direction, you are right. Placing the center of the origin brush over the edge of the door will look a bit better. For gameflow though, where u want doors to be passed as easy as possible, u will want to use doors opening in both directions (always away from the player). And in this case u would have errrm two edges where the origin ought be. So, placing the origin brush in the middle is the better solution, like this:HyperKiller wrote:I am wondering..
If we want normal doors we put that origin stuff where the hinges should be.
Do the door turn around the center of the origin?
Yes - It is good to put the origin so that the center of the origin is on the edge of the door?(i have allways placed the origin inside the door brush and then when i opened the door in the game, the door and the wall overlaped)

Or, if u had a door frame, u could do it like this:

@seere, yep, u're right. thnx. esp for doors standing on e.g. 45deg (like / in top-view, which would need an angle of 135 or 315), it's important to understand what's going on...
Very funny indeed. We'll see again as soon as u do ur next doorRookie One wrote:You know what? I don't really care as long as it works. I set the angle to 90 and it's all right now, so what's trhe problem?
- HyperKiller
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look, it's really basic for func_rotatingdoor, just remember, if you made it like this is Rad (norm view)
----|_______|
----|_______|
make it 180 degrees.
if you made it like
---- _____
---- l-----l
---- l-----l
---- l-----l
---- _____
you put it as 90 degrees. it works fine.
that's the simplified version.
sorry @ Wacko for not going into the details...
----|_______|
----|_______|
make it 180 degrees.
if you made it like
---- _____
---- l-----l
---- l-----l
---- l-----l
---- _____
you put it as 90 degrees. it works fine.
that's the simplified version.
sorry @ Wacko for not going into the details...
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