doors
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Re: doors
Posted by Wilddoggie on Sat Jan 10th at 12:23am 2004


im still having trouble with the doors, i put a door in, and i left a space on the left for origin, so i put that in from the bottom of the left to top right of the door, i selected both of them, and set them to enity_func_doorroating, then the only thing i changed was the sound and speed, then i compiled my map to test it which is taking almost 20 minutes, and i go to open the door, so i run into it, and the door flys into the wall on the other side, i just want a door that swings open to the left, any ideas what i need to set the propoties at?



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Re: doors
Posted by Wild Card on Sat Jan 10th at 12:44am 2004


There are a few door tutorials all over the place.

http://www.vlatitude.com/tutorials.php?tutID=17

First off, make sure your origin brush and your door brush are tied to the same entity. If your origin brush inst tied to the door, then the map origin (point 0,0) is used and that is why your door is flying away.

[addsig]




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Re: doors
Posted by Gollum on Sat Jan 10th at 11:22am 2004


Wild Card has the answer - the origin brush and the solids must be the same door, not two separate doors.

A useful tip: to save compile times, learn how to do an -onlyents compile. This just updates the entities in the BSP file, so you can change things like speed and sound (and even add/delete point entities) without waiting for a long compile.

[addsig]




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Re: doors
Posted by Wild Card on Sat Jan 10th at 1:54pm 2004


? posted by Gollum

A useful tip: to save compile times, learn how to do an -onlyents compile. This just updates the entities in the BSP file, so you can change things like speed and sound (and even add/delete point entities) without waiting for a long compile.

Damn rights a usefull tip, heck I didnt know that. Does it work with solid entities though?

[addsig]




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Re: doors
Posted by Gollum on Sat Jan 10th at 1:58pm 2004


Yes, it works with solid entities so long as you don't change any brushes. So you can change the properties of any solid entity, but you can't add, remove or alter ANY solids (that includes solids that are part of an entity).

Almost all the compile time of a map is due to calculations involving 3D geometry - cutting it up, splitting it into portals, calculating potentially visible sets and bouncing light around it. With an -onlyents compile, you can skip all of this because it's already been done. Note that if you accidentally change a solid, the map will fail to load in HL.

[addsig]




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Re: doors
Posted by Wild Card on Sat Jan 10th at 2:17pm 2004


And I guess all thoses .p1 .p2 etc files must not be deleted or moved right? [addsig]



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Re: doors
Posted by matt on Sat Jan 10th at 3:26pm 2004


The origin brush is the important bit. Oh yes. [addsig]



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Re: doors
Posted by Gollum on Sat Jan 10th at 6:21pm 2004


? posted by Wild Card
And I guess all thoses .p1 .p2 etc files must not be deleted or moved right?

Correct - leave copies of all the output files, including the BSP. I'm not sure *exactly* which ones are required, but you might as well leave them all.

[addsig]




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Re: doors
Posted by Cash Car Star on Sun Jan 11th at 7:15am 2004


I could be wrong, but I think only the .wic (wad include file) is looked for when you do an onlyent




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