MAPPING: doors

*map* *map* *map*

MAPPING: doors

Postby SteveMcqueen » 06.17.09

usual doors:
-make the door brush
-1x1 brush as turning point, use origin texture from "common textures" on all sides
-select both and use func_rotating_door
-add areaportal (see below)

opening angle:
http://forums.urbanterror.net/index.php ... 441.0.html

moving doors/schiebetüren:
http://forums.urbanterror.net/index.php/topic,14960.0.html
glass moving doors:
http://forums.urbanterror.net/index.php/topic,5995.0.html

trap doors:
http://forums.urbanterror.net/index.php/topic,10629.0.html

i.e. got to set the axis to 0 and the angle to -1 (or similar, dunno iirc)

models as doors:

http://forums.urbanterror.net/index.php/topic,10283.0.html
or better:
http://forums.urbanterror.net/index.php/topic,9686.0.html

open doors with switches:
http://forums.urbanterror.net/index.php ... 434.0.html
either use a trigger_multiple (for a light barrier-like feel) or a func_button (like a switch) entity for the activation device.

some more door things:
http://forums.urbanterror.net/index.php/topic,17433.0.html

areaportal:
place a brush completely inside the door, use skip texture on all sides, except for one, which needs an areaportal texture on it
door_ap.jpg
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Re: MAPPING: doors

Postby wurst » 06.17.09

"the doors"
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Re: MAPPING: doors

Postby SteveMcqueen » 06.18.09

2d0:

verstehen warum areaportal net funktioniert...


edit:
looks like it is an engine bug...
SteveMcqueen
 


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