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Topic: Stairs and Doors |
| elemenz |
General Member Since: Dec 6, 2004 Posts: 260 Last: Oct 10, 2007 [view latest posts] |
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Category: HL2 Mapping Posted: Saturday, Mar. 10, 2007 04:12 pm |
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the first pic is my sliding door.
it opens fine, but the doors dont open synchronized like i want them to do. i made the parent brushes longer to cover both doors, and they are in the same space, but still when going up to them, u have to touch and use them seperately, one always opens earlier than the other. what ? the parent doors are on the door models, i just dragged them aside for this pic so u can see the doors.
2nd pic is the stairs.
the only working model for these stairs used in cs_assault are prop_static. other models let u fall through the plate, so u cant walk on it. now, the pic shows the static model which fits my needs the best atm. but it's still not flawless... the steps have no collision points so i had to make a nodraw brush so the u can use the steps and not walk through them like air. same thing with the handrails... do i need to make like 8-10 thin brushes to stop the player from falling through the handrail section ? isn't there a proper model or how was it done in the assault map ?
edited on Mar. 10, 2007 11:18 am by elemenz |
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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Category: HL2 Mapping Posted: Saturday, Mar. 10, 2007 06:28 pm |
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Both doors should have the same name. Then when you trigger the doors using a trigger_multiple they will both be activated at the same time.
- you've got the doors so name them both the same name
- create a trigger_multiple that the player will use to open the doors (unless you are using another type of trigger)
- in the Outputs tab of the trigger entity properties, add a new action. this action will trigger the doors to open when the player touches the entity.
My Output Named: OnStartTouch
Targets Entities Named: [door name]
Via This Input: Open
- add another action to close the door when the player stops touching the trigger entity
OnEndTouch
[door name]
Close
Now as for the stairs, I would have made the brushes for the stairs instead of using a model. A model looks good but is not often good for using in this case.
However, using a model and nodraw brushes is a good plan. And rather than making steps, I would make a ramp with a single brush.
yes, you need to make 8-10 brushes for the handrails.
Did you try playing with the 'solid' setting for the prop_static?
Quote: * solid
Collisions - using other values may give undesired results
Literal Value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
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| elemenz |
General Member Since: Dec 6, 2004 Posts: 260 Last: Oct 10, 2007 [view latest posts] |
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Category: HL2 Mapping Posted: Sunday, Mar. 11, 2007 12:15 pm |
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well, i got a keypad near the door,
a small trigger_multiple covering it,
which on touch starts the func_door nodraw brushes (for both doors 1 brush, to open them in different direction,
90* and 270*degrees [left and right]).
problem is I need those moving nodraws as parents for each door,
and in addition to act as a solid maker, without these brushes
the doors will be nonsolid.
So how exactly should i do it then ?
I mean, my main problem is this: i want to disable the func_door brush so that the ONLY way to open the doors is to touch the small keypad trigger_multiple.
ATM the doors open also by just touching them, which i dont want to happen.
edited on Mar. 11, 2007 08:18 am by elemenz |
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| elemenz |
General Member Since: Dec 6, 2004 Posts: 260 Last: Oct 10, 2007 [view latest posts] |
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Category: HL2 Mapping Posted: Sunday, Mar. 11, 2007 12:25 pm |
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hmm, i figured one option out, but its not exactly the most simple one...
1 door example:
the door is prop_dynamic and a slave
to the func_door parent brush "p".
the parent is very slim, inside the door model, and covered in a thicker nodraw brush, which is also a slave to it.
the keypad trigger_multiple output opens the parent so the door model and the thick noclip cover brush moves also.
this way the doors can only be opened by using the keypad,
since the func_door brush is out of reach to the player.
I'll try that one and use it untill someone shows me a more simple method
*great*
a func_detail cant have a parent... now what i do ? :/
edited on Mar. 11, 2007 08:33 am by elemenz |
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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| elemenz |
General Member Since: Dec 6, 2004 Posts: 260 Last: Oct 10, 2007 [view latest posts] |
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Category: HL2 Mapping Posted: Monday, Mar. 12, 2007 01:20 pm |
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hungry ? chew on this...
1-the door model, static or dynamic, has no ability to slide open in any direction without a parent func_door brush to my knowledge.
that parent is hidden out of the reach from the player, above the door model, but the door still opens when walked into... WRONG!
2-is there a way to stop the outside natural sunlight from penetrating the door ? it looks so WRONG!
3-fence door model opens in the middle ? WRONG!
4-look its a MAGIC TRICK!
i am under water.....
and now over the water.... but where is the water ?? WRONG!
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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| elemenz |
General Member Since: Dec 6, 2004 Posts: 260 Last: Oct 10, 2007 [view latest posts] |
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Category: HL2 Mapping Posted: Wednesday, Mar. 14, 2007 08:01 am |
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1. yes, i'd love indeed to hear HOW to disable the func_door brush, so that only the trigger opens the door.
2. what portal ? i made a area portal brush...? it was blocking me and had a *area portal* skin in the game, not looking invisible, but it blocked the light... and the player.
3. i know but how do i change the point of origin to rotate around ?
its a prop_door_rotating with
-pitch yaw roll: 0 180 180
-ajar angles: 0 0 0 (up/down= 0) and the white line points east in black dot radar.
-spawn position: closed
-hinge axis: -190 0 -310, -190 0 -310
-opens both directions
4. your water tutorial doesnt have a solution to why my correctly applied and created waterbrush does not show the texture from above, but only from under water. Odd, it works in another map. Maybe the skin is bad ? I try some other texture then.
btw: WHAT THE HELL is the kalik kalik klaik CLICK CLICK CLICK sound in your tutorial when you scroll around your map it makes such a weird clicking sound... what is it ??
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| foyleman |
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Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
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| bartje321 |
General Member Since: Mar 14, 2007 Posts: 13 Last: Apr 15, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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