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Author Topic: Doors  (Read 1698 times)

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Offline SnKQuaKe

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Doors
« on: February 08, 2011, 11:18:08 PM »
Anybody tinker with doors yet? I got the sliding door figured out. I checked through the tutorials but nothing on swinging doors.

I'll google some more.. The one tutorial i followed didnt seem to work. I made a test map for it and the door would not swing around the origin brush instead i had a door that spun in the middle like a secret bookcase passageway... Could just be my copy of urban terror.. Sometimes things work once i get them packed in a pk3 and into my regular urban terror.


I want doors and cushions in science 4 and maybe some ambient sound. lalala

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Offline AuXAuV

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Re: Doors
« Reply #1 on: February 09, 2011, 12:44:11 AM »
I used this tutorial for my map:
http://gotdelirium.com/wiki/index.php?title=Creating_a_Rotating_Door

Works great. Sounds like you didn't have the origin brush selected when you made it a func_rotatingdoor



Cushions? A quick and easy way is to just copy + paste the brush you want to cushion, and select common/cushion, but the proper way is to have a shader:
Code: [Select]
textures/my_map_folder/cushion
{
surfaceparm nodamage
qer_editorimage textures/my_map_folder/some_texture.jpg
    {
    map textures/my_map_folder/some_texture.jpg
    }
}

From the top:
Code: [Select]
textures/my_map_folder/cushion
This is where the shader (a texture, essentially) will be found in the texture window.

Code: [Select]
	surfaceparm nodamage
This is the surface parameter. Nodamage is no falling damage.
Section 4.8.* gives you a list of surface parms: http://toolz.nexuizninjaz.com/shader/shader/section4.htm

Code: [Select]
	qer_editorimage textures/my_map_folder/some_texture.jpg
This tells Radiant "Oh, draw this when you are in camera view!". This should *probably* be the same as the texture.

Code: [Select]
    {
    map textures/my_map_folder/some_texture.jpg
      }
This tells radiant what the texture will be when rendered. This only shows up in-game, unlike qer_editorimage.



Other things:
Code: [Select]
textures/training_grounds/green_glass
{ qer_editorimage textures/training_grounds/white_glass.tga
qer_trans 0.5
surfaceparm trans
surfaceparm nodamage
cull none
{ map textures/training_grounds/white_glass.tga
blendfunc GL_ONE GL_ONE
rgbGen const ( 0.1 0.3 0.1 )
}
}

This takes a picture of WHITE glass, and colours it green.
This means I can have a rainbow spectrum of windows with 1 source image, due to this line:
Code: [Select]
rgbGen const ( 0.1 0.3 0.1 )

Also:
Code: [Select]
qer_trans 0.5
Means that radiant will make it 50% transparent in editor, but in game, unless you have it set to surfaceparm trans, it is solid.

Offline SnKQuaKe

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Re: Doors
« Reply #2 on: February 09, 2011, 02:04:24 AM »
Thanks Ruusan.. Tutorial on doors was helpful.

Ill even make the bathroom stall doors open. YAY

All of the sudden the common shaders were no longer showing up in radiant but I got that googled and taken care of.

It's funny the things I don't know because Tank set me up the first time around. :)




So with a shader I can make all snow cushioned? That would be ideal. And then I can add cushions to select areas inside where fall damage is an issue and shouldnt be. :)
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Offline CuttyFlam[1up]

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Re: Doors
« Reply #3 on: February 09, 2011, 02:14:21 AM »
And maybe you can add a super mega ultra secret room !! that would be cool.

Offline AuXAuV

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Re: Doors
« Reply #4 on: February 09, 2011, 02:19:48 AM »
Okay, I just dissected science, so:

Well, I would just do this:
Caulk all the snow, and add this to your shader file(Which you should make, just science.shader):
Code: [Select]
textures/science/snow_cushion
{
surfaceparm nodamage
qer_editorimage textures/001_snow/snow_bumpy_1.jpg
{
map textures/001_snow/snow_bumpy_1.jpg
}
}


I just made a quick shader which has Snow, Snow with Cushion, and Slick snow/Icy snow.
Please read over attachment, it demonstrates what you can do. You can take the source texture that you use for the areas you want to cushion, and use it to make a cushioned version. Just apply like a texture.

[attachment no longer available]

Offline SnKQuaKe

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Re: Doors
« Reply #5 on: February 09, 2011, 03:26:13 AM »
awesome thanks... You went above and beyond
Since when were you a mapper?? : )
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Offline Flame[1up]

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Re: Doors
« Reply #6 on: February 09, 2011, 09:03:47 AM »
LOL since he posted that new Map Topic 2 Months ago  :P


Dont worry Quake, I am still working on LonelyLuster  ;)

Offline SnKQuaKe

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Re: Doors
« Reply #7 on: February 09, 2011, 12:35:06 PM »
I just started messing with my map again two days ago. I don't have alot of time or will.. I just do it when i feel like it.  :P

Most of the changes to the map were done in September last year. :)
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Offline Flame[1up]

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Re: Doors
« Reply #8 on: February 09, 2011, 06:32:03 PM »
I just started messing with my map again two days ago. I don't have alot of time or will.. I just do it when i feel like it.  :P

Most of the changes to the map were done in September last year. :)
+1 That, same with me xD

Makes me sad when i think about it, Been working on 1 map for 8 months  :'(

Offline Venom

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Re: Doors
« Reply #9 on: February 09, 2011, 06:54:38 PM »
so quake, science will have doors now???
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Offline SnKQuaKe

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Re: Doors
« Reply #10 on: February 10, 2011, 01:51:55 AM »
Yes.. Swinging doors on outside of building and automatics inside.. (As it stands) I may make changes.. Im trying to figure it all out :)
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