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Doors are very simple to create, but do have some limitations and at least oÂne 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 swinging 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 oÂn 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 oÂn the editor graph page (open the entity list) and choose fun_door_rotating from the func list.
5. Open the entity editor and give the door an angle that you wish the door to open. Give the door a targetname of door1 (or other name of your choice).
6. Although the door can open oÂn its own, it does not work the same as the func_door_rotating_smart which will open opposite the player. In the case of the func_door_rotating, the door will open in the direction specified oÂnly and placing triggers that open the door at the appropriate times will avoid players from getting stuck.
Make sure that everything is deselected and choose the orange trigger texture and create a brush oÂn each side of the door that the player can walk into causing the door to open.
7. Select the 2 new trigger brushes and turn them into trigger_multiple.
Open the entity editor and give them a target of door1 (unless you gave them a different name).
That should complete the construction of your rotating door
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