Art of War Central
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
The next MODSonair show will air LIVE on:
03/14/2010 12:03 EST

Time remaining:
We Dontated to PixelEquity
"Mod or modification is a term generally applied to PC games, especially first-person shooters, RPGs and real-time strategy games." 2
 
Site News   |   Aggregated News   |   Forums   |   Tutorials   |   Downloads   |   Projects   |   Weblinks
Latest Forum Threads 
MODSonline.. Posts: (7) Views: (40) by DemonSeed
CoD4 Map + Mod R.. Posts: (6) Views: (68) by Rasta
CoDWW MP Mapping.. Posts: (5) Views: (82) by dundy
Software Help.. Posts: (4) Views: (34) by techno2sl
CoD4 MP Mapping.. Posts: (18) Views: (122) by Larrabee
CoD4 SP Mapping.. Posts: (2) Views: (24) by voidsource
CoDUO Mapping.. Posts: (5) Views: (76) by =S-V=OVERKILL
General.. Posts: (10) Views: (137) by vT-Ownage
CoDUO Mapping.. Posts: (3) Views: (49) by =S-V=OVERKILL
CoD4 MP Mapping.. Posts: (3) Views: (62) by paulb39
Back to Home Page
MODSCON 2010 L4D2 Contest
Art of War Central
Register/Login to Add a Tutorial
Tutorials
SOF1 Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
Sliding Doors
Versions: You must be logged in to view history.
Making sliding doors.

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.