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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Doors
rEdrUmMDK~rb
General Member
Since: Dec 23, 2006
Posts: 133
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 11:02 am
I think we need doors in MP that work without lagging the game.
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Kizan-Also~rb
General Member
Since: Dec 23, 2006
Posts: 37
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 03:03 pm
I don't care if they lag the game. They must be used like any other resource (read entity) in the game. Moderation. If I make a whole level of doors well I get what I asked for...a slow map that no one wants to play.

Please put the doors back in. Just because you don't use them doesn't mean someone else won't use them.

Thanx,

Kizan
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 03:15 pm
lol the raven guys are voting no :s10:
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rEdrUmMDK~rb
General Member
Since: Dec 23, 2006
Posts: 133
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 03:56 pm
I can believe that.  I have been mapping for Red Faction for quite a while.  Building doors, double doors and you can make them move in almost any direction.  Red Faction had a lot of functions also that were not available to MP.  But you could build as many single doors, double doors for evevator lifts with switch activation or whatever.  Even a fraggin barn has doors. Caves do not have doors.  Are we still in the dark ages here.
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kyleb~rb
General Member
Since: Dec 23, 2006
Posts: 283
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 04:02 pm
sorry but im with the raven guys on this one, funtional doors slow down gameplay.  you are right that doors are all over the place and in many situations not putting doors in the map will seem odd.   i recomend a simple solution to this issue, draw all the doors you want, just draw them already open.
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rEdrUmMDK~rb
General Member
Since: Dec 23, 2006
Posts: 133
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 04:30 pm
I tried that but when you rotate the door to 45 or 60 deg. the fraggin texture is all out of wack.  Like the door knob moves to the wrong side of the door.  The door texture only worked if the door was parallel to the wall.  Go figure.  You could see the perfectly lined texture moving as you rotated the door.  And I am sure the game could be coded to NOT lag with functional doors.
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kyleb~rb
General Member
Since: Dec 23, 2006
Posts: 283
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 05:18 pm
there are multiple ways to combat textrue shifting.  ctrl+t and ctrl+r toggle textrue lock for movement and rotation respctfuly,  shift+f will fit the textrue to the brush and s opens the suface inspector wich will alow you to make multiple adjustments to textures.  also r toggles free brush rotation wich can come in very handy when makeing such things as open doors, just note that the rotation degrees are effected by grid size.

i think the lesson in this is when you come up against a problem, dont simply pick a solution and beg for its imlementation into the game, look for a solution that can be accompished with what you have to work with currently.
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 05:21 pm
maybe with a key in the worldspawn saying if your map contains doors or not so the non-door maps still run a little faster? :s18:
doors can be used for all sorts of things, not just as doors + the workable doors make your map more cool :s3:
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rEdrUmMDK~rb
General Member
Since: Dec 23, 2006
Posts: 133
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 05:41 pm
I am not begging.  Games are supposed to be REALISTIC and if the only moving part is your body that is not very realistic.  If you can have moving or rotating platforms you should be able to have moving doors (if you want).  If you don't, leave them out that is your option.  But to build a functional building you need operational doors.  You got tables, toilets and other things whats the matter with having functional doors.
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kyleb~rb
General Member
Since: Dec 23, 2006
Posts: 283
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Thursday, Jun. 13, 2002 07:24 pm
im sorry i didnt mean for the begging comment to be taken with offence, i was just trying to point out that your complaints about texture alingnment do not require funtional doors to solve and that solutions to such problems are easy to find as long as you are willing to look for them.  also think that raven has much more important issues to deal with than this one so i figured i would show my support in their beleif that improveing door code is unnessacary.
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