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no texture where brushes meet on doors
Posted: Thu Mar 06, 2003 12:59 am
by great granny
I made a door with a wood door texure on all sides. When I open the door there is no texture on the top or sides. I am guessing that this is caused by mbuilder because when it compiles it does not put any light on this texture because it is currently not showing. How do I fix this problem?
I also would like to know how to change the speed of a slideing door. If the answer has to do with scripting please go into detail.
Thank You

Posted: Thu Mar 06, 2003 4:16 pm
by jv_map
As to the door, can you see a texture if you skip the light compile?
Set a 'time' key for the opening speed, e.g. if you want your door to open in 2 secs, type key/value 'time' / '2'.
Posted: Thu Mar 06, 2003 9:46 pm
by great granny
in radiant I can see the texture fine. But after the compile its just black where the texture needs to be like where the door meets the door frame (hinges)
Posted: Thu Mar 06, 2003 10:43 pm
by wacko
In Worldcraft-mapping for Half-Life you could put the door somewhere else with good light for compile and let it 'go' to its place afterwards by a key/value...
I tried this in MOHR with a key 'origin' but it didn't work, the key is deleted after reopening the map and there's no positive reaction in MOHR either: The door stays, where I have put it.
Maybe someone else?
If not, you'd have to wait for DOOM3 with dynamic lighting, there it might finally work!?
On the other hand, everybody has this prob and did you ever stand in a map saying "OMG, the hinge is black!!!"?
blackness
Posted: Fri Mar 07, 2003 10:09 pm
by great granny
yep thats exacally what i said...i thought maybe i forgot to put a texture on there or something but i didnt...its just gay. i know there is a way to fix it because the maps with the game dont have black door sides....but i know alot of people have the problem and if someone could help us out that would be great!
Posted: Fri Mar 07, 2003 10:11 pm
by jv_map
Well you could design your door in an opened position and click the start_open checkbox.
Posted: Fri Mar 07, 2003 10:42 pm
by wacko
I thought about this, but then you must say goodbye to 'alwaysaway'!?
Maybe, a new shader?
Posted: Fri Mar 07, 2003 11:40 pm
by nuggets
just attach ambient light on 2 the door the same colour as your suncolor
key: ambientlight
value: 50 50 50
70 70 70 is full daylight if any1 uses it that bright

Posted: Fri Mar 07, 2003 11:53 pm
by great granny
that does help..i didnt know you could do that.
one more thing why doesnt alwaysaway / 1 work for me?? i made the rotating door exacally like it is on this site!!! but the door only swings one way!
Posted: Sat Mar 08, 2003 12:17 am
by nuggets
alwaysaway... alwaysaway... do you, don't you?
personally i don't, only once i start adding this it decides 2 only go the 1 way,
set the 'angle' to 180 or 0 if the door is in the " l " position or
set the 'angle' to 270 or 90 if the door is in the " --- " position
i.e 1 of the possible ways it will open 2, this works 4 me
i'll add this even tho i didn't ask
if you add or possibly
key: time key: wait
value: ** wait: **
time will set the time it takes 4 the door 2 open
wait will set the time it waits until the door closes -1 will never close until
used again
the ** need 2 b replaced with numbers u want 2 add realism of heavy
doors, this doesn't need 2 b set as 9 things out of 10 have default
values
