Members Online»
0 Active | 95 Guests
Online:
|
LATEST FORUM THREADS»
by StrYdeR
Posts: 3 / 155 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 505 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2580 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3096 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 991 New Cod UO Rifle Mod.
CoD Mapping |
Polls»
|
Doors are very simple to create, but do have some limitations and at least one editing flaw. Limitations include being able to combine entities such as breakable glass or moving parts as part of the door. The flaw that I speak of is texture applications. In some cases (not many) you may come across a texture that will not line up in the finished level, but will appear to be fine in the editor. This can be frustrating, but can be solved by moving it to the location that appears to be correct when viewing it from the game. If the door is too far to the left by about 10 units, then move it to the right about ten units, render the level, and check to see if the texture is properly aligned.
So, let's create a sliding door.
1. Create a brush that will be used as your door. In my case, it will be a brush that is 96 units high and 64 units wide. It can be as simple or as complicated as you like. If you want to add a window or other details, do so now, but remember that you cannot make these brushes functional (breakable, etc.).
2. Spend some time aligning the texture to your liking. If this happens to be a door texture that you chose from the game, then spend a lot of time aligning the texture since the way that Raven created the texture makes is quite difficult to easily prepare.
3. Now we need to add the origin brush. It is the (usually) green colored brush marked with the word origin and is a crucial part of the functioning door. Center this brush on the pivot (sliding) point you wish the door to originate from (if you want the door to swing from the left, then center the brush over the doors left edge).
4. Select all the components that make up the door including the origin point. Right click on the editor graph page (open the entity list) and choose fun_door from the func list.
5. Be sure to select the appropriate angle that the door will open towards within the entity editor. Choose the flag for Auto Open unless you have decided to add triggers that cause the door to open instead.
That should complete the construction of your sliding door.
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) OHMY Valley
Call of Duty 2: Maps: Multiplayer (5.7Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware