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Home-Sweet-Home

A Webmaster's Best Friend!

PART 3 - DOORS

In  the previous parts of the tutorial I have explained how you can make rooms, light them, and link them by substracting. 

Now I will explain how to make the most complex sort of door.  If you can learn how to make a swinging door you will find all other doors simple :)

SWING DOORS... HARD?

Well, yes they can be.   There is more than one part to a swing door.  It's not just a matter of putting a brush where you want the door and turning it into a func_door as you may think.   This only works for doors that slide from vertically or or horizontally. Real doors of course have hinges and it is hinges that you will have to give your swinging door in QERadiant for it to swing.  This involves making a brush down the side of the door you want to pivot and applying the origin texture to it.  The origin texture which can be found under misc. textures is used whenever you want something to pivot.

I will now explain how to use it.  First make two rooms of a reasonable size and link them as I explained in the previous tutorial.  Make the corridor wide enough for a player to go through.  

Now on the side of the door you want the hinges make a brush the height of the corridor you substracted.   Now apply the origin texture from misc. to the brush.  Now the width of the corridor (so it overlaps the origin brush) make your door.  Make it the same dimensions as the corridor and 1 unit thick.  Now by pressing N set the brush to a func_door_rotating.  Also make the origin brush a func_door_rotating in the same way.   It should look something like this.

diag.jpg (11604 bytes)

Now apply whatever texture to the door brush you want.  Compile and test your map.  You should get some kind of movement from your door.  However there is a chance the door may not rotate how you wish it to.  In the editor when you press N you can modify the attributes of your door function. 

As a side note to modifying the properties of all object in the scrolling text box there is an explanation of all the different keys and values a specific entity can use.  For instance for a door you can modify the angle at which the door opens by using the angle key.  Try experimenting with some of the different styles of doors until you find one that suits your map.

The fourth tutorial will cover Platforms and ladders as well as modifying the surface properties of an entity or brush.

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This page was last updated on Tuesday, August 31, 1999 at 10:15PM EDT.