Not so impenetrable doors...


(Squid56) #1

Quick newb question for you Radiant experts…

I’m trying to make a door (func_door_rotatable) using the bars_m01 texture, and I’d like to be able to shoot through it…think prison cell door. Anyway, I can either have the door work (little hand icon appears) by texturing the entire brush with the bars_m01 texture, or I can make the door “shoot-thru-able” by making all the brush faces CLIP and then only one side using the bars_m01, however, doing this means I loose the “doorness” of the brush (the little hand that appears to open a door, doesn’t). Anyway suggestions?

Squid56


(evillair) #2

Replace your “clip” textures with the “nodraw” one found in \common.


(Squid56) #3

I should have mentioned that I did actually try this before…but just in case, I went back and tried it again…

Texturing with NODRAW versus CLIP still results in no hand icon displayed (and no functional door), and I get the added bonus of being able to walk directly through my door brush. While nifty in a “I’m dead and a ghost” kind of way, it’s not really the effect I was after. :slight_smile:

Squid56


(sock) #4

Create a new shader for the bars_m01 texture which has the same properties as the other shaders used on the other faces of the brush. Entities with mixed shader values can cause problems. Or simply create a door with brushwork for bars instead of an alpha channel texture.

Sock
:moo:


(Squid56) #5

Thanks for the reply Sock, here’s the followup just so everyone who may have this problem in the future has a semi-answer…

Through trial and error, I have reached the conclusion that the inclusion of ‘surfaceparm playerclip’ in a shader will void or disable the ‘doorness’ of a brush (func_door_rotateable). This surfaceparm is needed to allow the brush to not block bullets. Therefore, I’m left with Sock’s second suggestion, actually making brushwork for the bars in my door. This will, however make it difficult to toss grenades and such through the bars, as the players aim will have to be perfect to squeeze them through the actual brushes. While probably more realistic, it’s more work than I had planned on for the player. I may just resort to using a solid door, surrounded by a wall of bars that the firefight can take place through.

Squid56


(SCDS_reyalP) #6

In RTCW, I found that the non-weapon-clipping parts of a door could not be used to open it. It sounds like this ‘feature’ still exists in ET.

I’d suggest using brushwork.

It is a bit of a convention to let bullets go through alpha textures (such as fences and bars) but not missles (grenades, panzefausts).


(damocles) #7

There’s a very simple solution to this…

Make the door normally, using whatever clipping properties you want the door to have - don’t worry about the hand not showing up.

Now make a func_invisible_user that covers the door and is slightly wider, then make it target the door. Problem solved.

I did this in a Wolf map I made and it worked like a charm.


(Squid56) #8

Damocles receives the GOLDEN COOKIE award for getting the most correct answer :). Thanks a ton bud, that worked right out of the box!

Squid56


(damocles) #9

Damocles bites the cookie

OW!

Goddammit, I thought it was gold foil.

damocles chucks the cookie in the bin

No good golden cookie…moan…damn dentist bills…mumble…groan…damn conspiracy it is…grumble…

PS - one thing I forgot to mention. Make the delay of the func_invisible_user last as long as it takes for the door to open, wait and close, otherwise poeple will see the hand icon as they walk through the opening.