Opening Doors Correctly ?


(GTBGranny) #1

Guys I have a problem when opening doors.

They look ok and sound ok when opened.

The problem is that the door swings open right across the room.

I can’t seem to find anything here that relates to this particular problem.

Hope someone can help.

At the minute I have it set with:

Classname func_door_rotating
Spawnflags 16
type 4

I just copied the spawnflags 16 from a map that I know works ok. I assume that it’s ok

Cheers
Granny


(Magic) #2

You have probably forgot to place the origion - open one of the source maps and have a look.


(mrfin) #3

sounds to me like you don’t have an origin brush at the corner of the door.

to make - right click your door and ungroup entiy - duplicate your door brush and reshape the duplicate so that it is centered over one end of the door (the end you want it to pivot from). Retexture the new duplicate brush with common/origin. Select both the new origin brush and the door brush - right click and make func door again.
Add speed/sound etc. - job done - hopfully


(GTBGranny) #4

Sorry Mr Fin I made this post while you were doing yours. I will try again.

Is there a link to anywhere that you know of that might help me.

I have tried http://www.pythononline.co.uk/et/tutorial06.htm but that doesn’t seem to work for me.

When I press shift+H Nothing happens.

I should say that I am not using any door frames though because this is a secret room that I want to look like the rest of the wall.

I did do the origin part etc that he explains.

Quite puzzled now.

Thanks for help.

Whilst I am here, to save me doing another post, is there a link anywhere that explains how to incorporate your own graphics.

I can’t find that either.

I am getting on a bit though, so I may have missed the obvious !

Cheers
Granny


(GTBGranny) #5

Hmm, that didn’t work either.

I now get Entity 69, Brush 0: Entity leaked.

I will have to leave it for now, I have to get out of bed to go to work in a minute, lol.

Many thanks for your help though.


(IndyJones) #6

you can ignore that error, if map compile successfully.


(isbowhten) #7

an entity leak means that an entities origin is outside of map; yes you could ignore but if it is your door then it means your door rotates around an axis outside your map ^^
did you use misc ->find brush :stuck_out_tongue:


(GTBGranny) #8

Many thanks for your help guys, I finally got it sorted.

The problem I have now is that I have lost the sound when it opens.

I have:

Classname func_door_rotating
Type 1

The sound has completely disappeared now !

Have I done something wrong ?

It’s the green metal door with a Wolfenstein logo on it if that helps.

Cheers
Granny


(IndyJones) #9

as far i remember, door sound depends on type - 1 is silent, X is wood, Y is metal etc…


(-SSF-Sage) #10

From 1.5.0 (info when you press n, while the entity is selected)

 0 - nosound (default)
 1 - metal
 2 - stone
 3 - lab
 4 - wood
 5 - iron/jail
 6 - portcullis
 7 - wood (quiet)

2, 4, 5, 6 had sounds only when I checked sound/movers/doors. Basicly 4 is used for wood doors and 5 for metal door. Other 2 are more likely for a upwards opening garage doors or such.


(GTBGranny) #11

OK I have got it now.

I needed type 5 to make a swinging metal door sound.

Many thanks.