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Time to add some doors to our map now. The 2 most often used doors are sliding and rotating, so we will add one of each, just so you know how to use both of them
Load up the armory textures and make a brush to fill our open doorway, 64 x 8 x 80, and center it in the doorway. Figure 1.
Figure 1.
Apply the "armory/3_door4" texture to it. ( The texture is not really the correct size for the door, but I wont bother to resize it, you can if you want.)
While the door is still selected drop down the entity list (Right-Click) and select func>func_door.
Bring up the entity dialogue window (N) and have a look at Figure 2. The top part of the window contains hints/information about what each key value does. If you scroll down you will see the key "soundname", this is all we are interested in here. You can experiment with the other keys later, if you like, most of them are self explanitory. Type in "soundname" in the "Key" box and "DoorNormalWoodSlide1" in the "Value" box. A list of sounds can be got here.
Figure 2.
The other thing we need is to tell it which direction to slide in, look at Figure 3.The entity orientation, or in our case direction, is added by clicking on the relevant button. Looking at your map from the top view, 180 is left, 360 is right etc. So click on the 180 button. Press N again to close the window.
Figure 3.
That's it for the sliding door, pretty simple really. Now on to the rotating door.
Punch a hole in the bottom passageway/courtyard wall the same size as the top one, and make a brush and texture it the same as steps 1 & 2 above.
A rotating door is made up of 2 brushes, one being the door itself and the other being the origin brush, the center of which the door rotates. Make a brush 8 x 8 x 80 and place it as in Figure 4. It doesn't have to be the same size as the door but I just think it clarifies things.
Figure 4.
While the brush is still selected apply the "origin" texture.
Select both the origin brush and the door brush and then select func>func_door_rotating from the entity list. (Right-Click). Figure 5.
Figure 5.
Once again bring up the entity window and this time we want the door to open into the courtyard, which is 90 in the top view, so click on the 90 button and this time add "DoorNormalWoodSingle" to the soundname key.
That's it compile and test the map.
Figure 6.
Ok on to tutorial 9.
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