Garage door
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Re: Garage door
Posted by SuperCobra on Fri Jan 14th at 12:51am 2005


How do I make like a garage door like the ones u see on todays newer ones. like

|curved------- then it starts turnin right here.
|
|
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Re: Garage door
Posted by omegaslayer on Fri Jan 14th at 1:02am 2005


Old way- trains with path_tracks
New way- No frikin' clue
It may be that the old way is the new way.
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Re: Garage door
Posted by SuperCobra on Fri Jan 14th at 1:04am 2005


ill give that a shot so I should make my door a func_tracktrain or something like that ?
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Re: Garage door
Posted by omegaslayer on Fri Jan 14th at 1:09am 2005


Yesm and use path_tracks, have a set up kinda like this:
edit: never mind BB wont allow me to place the marks where I want them

Where each line is a separate path track, and make each panel a train. BTW this is a one time thing though, no "closing" the door.
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Re: Garage door
Posted by SuperCobra on Fri Jan 14th at 1:25am 2005


darn no door closing?
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Re: Garage door
Posted by omegaslayer on Fri Jan 14th at 1:37am 2005


I'm sure it can be done, I just cant think of the ent set-up off hand, Im also sure someone else will say im stupid and tell you how its done.
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Re: Garage door
Posted by SuperCobra on Fri Jan 14th at 1:49am 2005


Ok so I got it set up so it goes up which is good but now I want it too rotate when it hits a certain path_track. and 90 DEGREE so it is like on it side.
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Re: Garage door
Posted by Crono on Fri Jan 14th at 3:55am 2005


I'm sure if you REALLY wanted to you could use a system of hinges and such. Since, the Source engine does support that level of physics. But I would hope that there is one and only one door and it's a SP map.
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Re: Garage door
Posted by Leperous on Fri Jan 14th at 9:43am 2005


omega, I've created some [pre] tags which preserve spacing, if you need them

this is a big gap





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Re: Garage door
Posted by darrenstraight on Fri Jan 14th at 10:17am 2005


I have tryed the same thing, I tryed lots of things "paths, rotating on the origin" but I still could not get it to work. [addsig]



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Re: Garage door
Posted by Zeon on Fri Jan 14th at 11:40am 2005


I made a door a while ago that is exactly as your describing. Ofcourse it was in my early days of mapping where I was operating under the mode of: make a little map, set up whatever it was I was wondering about, make it work, and then crumple up the map and throw it in the recycle bin, lol.

I'll go back and remake it and post it as a prefab.





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Re: Garage door
Posted by Paladin[NL] on Fri Jan 14th at 5:45pm 2005


Okay, I think I understand what you mean and this is how you might solve it:

Make some sort of rail, in such a way, that you can place a rectangular shaped brush on it. Make another one X number of units above it (X = how thick you want the doro to be)This will be used for guiding the door.

Next, create a brush with some garage door texture or what ever you like, and turn it into a physbox, so that you can move it around ingame. Copy+paste them a Y number of time along the rail.(Y=how many parts you want the door to exist of)

Now make either a func_train or something else that can move on command, and place it infront of thw physboxes, so that when the door is close, the train will push the parts upwards...

This is something that got in my head, like 30 secs after viewing your question, so maybe it's a very dumb answer, but who cares...ADHD is fun.

Hope I helped





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Re: Garage door
Posted by Rof on Fri Jan 14th at 6:39pm 2005


Here' s how I'd do it.

Make a set of path_tracks going up the front of where you want the door to be, and then curving up parallel to the ceiling. You'll want to make a good number of them, say 4 at the front, 4 in the curve, and 8 or so on the ceiling. Link the path_tracks together so they form a linear track.

Now make 4 func_tracktrains which look like horizontal garage door panels. Make them about 256 units wide, 50 units high, and 4 units thick. Give them identical setting for speed, etc., all except the "First Stop Target" key: make each one start at a different path_track up the front of the door.

e.g., if the path_tracks are p1, p2, p3, p4, p5, p6, etc., make the four trains start at p1, p2, p3 and p4, respectively. Then you can juggle the positions of the first four path_tracks so that the trains look like a garage door before they move.

Now, when you trigger the opening of the door, trigger all of the func_tracktrains to move simultaneously (using multiple outputs on the output tab). The door should move up and curve around onto the ceiling. You will probably want to make the trains stop (on a delay) before they hit the last path_track, or they will all slam together.




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Re: Garage door
Posted by Stranger on Fri Jan 14th at 8:32pm 2005


I've also started to make one of these a while ago and I started by using a tracktrain but found it to be a verry enoying method so I experimented a little and came up with a better way:

by using the func_platrot. Basically it's a brush that moves a certain distance while rotating a certain number of degrees.

this is more or less what it looks like:

..........................______
|........../
|......../
|....../

(dots represent spaces to prevent this forum script from messing up my ASCI art, try and think they're not there!)

I don't know what your plan is but I gues that if this is not enough and you'd like segments in your door to make it go like this:

...............__ ... __ __..... __ __ __
|...../....../....../
|.....|.....|
|.....|

(dots represent spaces to prevent this forum script from messing up my ASCI art, try and think they're not there!)

then you could try working with hinges, I believe it will create the desired effect.

note that this is a method only to be used by the somewhat advanced user because the properties of this brush based entity are not easy to get the hang of.

hope this helps!





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Re: Garage door
Posted by Myrk- on Fri Jan 14th at 9:02pm 2005


I think making just one of them a train and the rest physics items attached to it, therefore it seems more realistic in its motion etc. [addsig]



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Re: Garage door
Posted by StickFigs on Fri Jan 14th at 11:49pm 2005


You could always make a prop_dynamic for the door and animate it in a 3d program to bend up.



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Re: Garage door
Posted by Leperous on Sat Jan 15th at 10:23am 2005


Why does a func_tracktrain not work properly? If you get it to face the direction of motion and place the track points properly, it should look perfect...



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Re: Garage door
Posted by Junkyard God on Sat Jan 15th at 10:33am 2005


i don't know if it's in hl2 but in spirit of half life they made an entity that could move/rotate things and that way you could move the door pars up, rotate them at a certain point and move them sidewards, i don't know it they are in hl2 though, but try using various different entities, maybe some calc entities if hl2 has them [addsig]



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Re: Garage door
Posted by cloudsofthought on Tue Jan 25th at 2:28pm 2005


Have any of you figured out if this type of door can be reasonably done (if at all)? I've tried with func_platrot 's and now I'm trying with trains, but haven't gotten those working properly either (can't get the damned door panel to spawn straight and horizontal - it spawns diagnal no matter where I point the path). It seems possible, just fairly complex (for this relative newb). Thanks...



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Re: Garage door
Posted by Emoo on Tue Jan 25th at 4:30pm 2005


Ask someone nicely to make a model and animate it for you. Most everthing is modeled in the source engine. I would do it but i cant animate




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