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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Anyone know how to make custom guis?
DarkCyder
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Category: DOOM III Mapping
Posted: Tuesday, Oct. 27, 2009 07:18 pm
Hey there,
Just trying to make a gui that just opens a door.
but I just want the gui to look like a metal texture.
I want to use them to texture doorknobs, so the rotating doors
can be opened by clicking the doorknobs. I want to put one on each side of the door, so they open away from the player, no matter which way they come from.

Any ideas?

Thanx
~Spyder
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foyleman
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Posted: Tuesday, Oct. 27, 2009 07:42 pm
You just need a trigger. When they use the trigger it will activate the door.
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DarkCyder
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Posted: Wednesday, Oct. 28, 2009 05:09 pm
attachment: image(731.6Kb)
There's a trigger that is usable?
Thought they were all triggered by walking into it.
does it have a special name? Cause walk-thu triggers won't
work. too many doors near each other. they all open as the player
walks down the hall. ( I have doors on both sides of the hall)
plus I plan on having a few traps behind some of them. So
I don't want them opening when the player walks by.
The map I'm making is based on the "Tomb of Horrors" from TSR
lots of traps, not much monsters.

Thanks again Foyleman

Spyder

Ps. attached a pic of the map I'm using
Made it into a texture, and used it as the ground brush
tho Ya have to put an amb_light covering the whole thing, and build in render mode to see it clearly. but it works fine.
it will work on multilevel maps too. ya just use it like template
and lower it out of the way when you bsp it.
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foyleman
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Posted: Wednesday, Oct. 28, 2009 05:17 pm
I think the normal trigger has an option to make it active on use or something along those lines. Now I'm second guessing myself and wondering if I am confused with Half-Life.

I think there is a flag that makes it usable. Perhaps it's toggle?

The texture for a floor idea is excellent. Great way to build off of your template... provided your template was drawn to scale. Me... my drawings start one way and end another as I build.
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DarkCyder
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Posted: Friday, Oct. 30, 2009 08:55 pm
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LOL,
I know the feeling. I confuse HL2 & D3 stuff all the time.
I went with D3 due to it's render mode. plus it's much easier
to make the player throw fireballs (aka BFG shots).
tho I wish I could change the color of the BFG shot to a
more fire-like color, and make it drain the players stamina.
(got unlimited shots at the moment, rapid fire even)
Anyway, thanks for the info.
Spyder

Ps.anyone how to make a custom skybox NOT look like a cube.
Got all my textures to show up, but You can still see where the
sides meet. (I attached my pier_forward pic)
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foyleman
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Posted: Friday, Oct. 30, 2009 09:32 pm
custom skyboxes are a little tough for that reason. not sure how you are making them, but think of it this way...
The skybox has to be created as if it were in a sphere, then rendered for a cube.
The result are images that look almost fisheyed (maybe not, but you get the idea) because of the field of view.

I use a 3D program like lightwave or bryce to create skyboxes. Set the camera and focus and render away.
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DarkCyder
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Posted: Monday, Nov. 2, 2009 09:57 pm
ahhh a sphere,
gotcha. I'll have to check out those programs You mentioned.

By the way,is there a way to have a single trigger call 2 different scripts, and
alternate between the two each time it's triggered?

My door triggers work, but it slams back in your face when you hit the 2nd trigger. would a delay on the trigger help?.
plus can you control what direction it rotates? it seems to like to rotate the long way back to "0" going through walls & such.

thanks again

Spyder

Ps. Loved Your book on HL2 modding.

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foyleman
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Posted: Tuesday, Nov. 3, 2009 12:12 pm
Triggering like that would have to be done via a script. A single trigger would invoke the script which would handle the randomization and the actual triggering of your event.

Thanks for checking out the book. I'm surprised you didn't get the Quake 4 Mods for Dummies book. It would be relevant... even in this case. I actually go through creating a simple script for a lift.
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DarkCyder
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Posted: Tuesday, Nov. 3, 2009 09:30 pm
attachment: image(892.6Kb)
the Quake4 book wasn't in stock when I got the HL2 one. :(
I forgot Q4 & D3 use the same engine. lol
I'll have to mess with some script ideas. I got it to stop smacking Me in the face, with a delay on both triggers. it almost acts like it's
swinging back the other way. I've just gotta sync the delay with the wait, and such. (woo hoo what fun)

damn, too bad ya can't bind the triggers to the door. grrrr.
think I'm gonna try and mod an existing gui, and replace the parts of it with My brass doorknob texture. trial & error seems to work sometimes. lol. just need to figure how to make the "mouse over" parts that you click to use, and make the whole thing clickable.

Wish Me luck... lol
hope I don't freak-out My laptop again.
(knock on synthetic wood)

Thanks again.
Hope Your Halloween was good btw.

Spyder

ps.I attached a pic of the newest map.
The DemonWeb. which is going to be tricky
due to it supernatural energy, and other wierd stuff.
(notice how some paths go over and under others at different levels)
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foyleman
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Posted: Wednesday, Nov. 4, 2009 11:42 am
DarkCyder writes...
Quote:
ps.I attached a pic of the newest map.
The DemonWeb. which is going to be tricky
due to it supernatural energy, and other wierd stuff.
(notice how some paths go over and under others at different levels)
Wow. You have some work to do. hehe.
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