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Posted: Thu Oct 30, 2003 11:08 pm
by smartaiguy
The map I'm on now doesn't have doors so Im not going to bother with it.

Posted: Wed Nov 05, 2003 10:01 pm
by Asgard
mkay... i was away from mapping...school :(
I tested my map and i walked around and suddenly i noticed my door areb't wide enough, according too smartaiguy a door is 128x64x8
and a player is 32 wide.. but i can't walk through my door with 2 next to eachother (not by a longshot)

so my idea 128x64x8 aren't the numbers i'm looking for so my intire map is ruind cuz i based my entire map on those numbers

so my reformed question WHAT IS THE SIZE OF A DOOR IN THE V2 like 1 of the control

Posted: Thu Nov 06, 2003 2:32 am
by smartaiguy
Well the dimesions are correct assuming (height X width X depth). Also make sure you don't got any clips in the way. Like playerclip, clip etc. These are solid but invisible in the game.

Posted: Thu Nov 06, 2003 9:46 pm
by Asgard
i tested it and what u say isn't a v2 door or any door, its just not wide enough height isn't ok too

Posted: Thu Nov 06, 2003 9:55 pm
by smartaiguy
Does it look to small? Because maybe you accidentally changed the scale for "worldspawn".

Posted: Fri Nov 07, 2003 7:12 pm
by Asgard
dun't even know how to and atm there is nothing in my worldspawn

Posted: Fri Nov 07, 2003 9:40 pm
by smartaiguy
hhmpff :? :? Maybe you changed the scale on your player start?? :? If you could upload your .map somewhere I could take a look at. And hopefully solve your problem.

Posted: Fri Nov 07, 2003 10:30 pm
by bdbodger
door size is a matter of opinion I make mine 72 wide and 128 tall . Occasionally I make them as wide as 80 .

Posted: Sat Nov 08, 2003 12:26 am
by smartaiguy
bdbodger wrote:door size is a matter of opinion I make mine 72 wide and 128 tall . Occasionally I make them as wide as 80 .
yeah, I make mine 64, but can be as small as 32. :)

Posted: Mon Nov 10, 2003 9:23 pm
by omniscient
yo 32 is too small man, 64 is whats in v2 to answer your question, and 128 is a good height. 32 may lets u squeeze through if your walking straight, but 64 is a much better measure.

Posted: Fri Nov 14, 2003 12:50 am
by omniscient
alwaysaway should never have been found out by the public :D . it never worked to solve any problem i had. setting the angle is much easier. setting the angle to 90 wont always work, u have to set it to the way the player would face opening it. i had the same problem lol, theres a post on it in rhere somewhere if u have problems later.

Posted: Fri Nov 14, 2003 8:10 am
by wacko
the key 'alwaysaway' is rather to be used with value '0' for rotating doors (with correctly set angle) to make them open just in one direction.

Your door must get an angle set perpendicular to the doorface and it will open alwaysaway by default. 'Perpendicular to the doorface' means the direction you look when standing in front of the door (similar to ladders).

With the door in top-view looking
| , give it an angle of 0 or 180 (which is default, so u don't have to set it)
__ angle 90 or 270
/ angle 135 or 315
\ angle 45 or 225

That's it! Angles set incorrectly cause doors to behave quite strange: Their opening direction depend on whether u 'use' them standing at the hinge or at the handle.

Posted: Fri Nov 14, 2003 1:24 pm
by smartaiguy
Right,

You can get through a 32 wide door but you'll get hung up for a second unless you hit just right. So 64 is alot better.

Posted: Fri Nov 14, 2003 10:07 pm
by bdbodger
64 if fine for real doors but when you are running though a level I think you will like wider doors better the same for stairs . When you meet an enemy it is nice to have room to move and avoid being shot by dodgeing the shots . It is hard to fall back and avoid the shots if you are stuggleing to hit the door just right .