I used this tutorial for my map:
http://gotdelirium.com/wiki/index.php?title=Creating_a_Rotating_Door (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:
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:
textures/my_map_folder/cushion
This is where the shader (a texture, essentially) will be found in the texture window.
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 (http://toolz.nexuizninjaz.com/shader/shader/section4.htm)
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.
{
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:
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:
rgbGen const ( 0.1 0.3 0.1 )
Also:
Means that radiant will make it 50% transparent in editor, but in game, unless you have it set to surfaceparm trans, it is solid.
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):
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.
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