Re: rotating doors glass
Posted by gorfdog on
Mon Oct 31st 2005 at 2:40pm
4 posts
0 snarkmarks
Registered:
Oct 30th 2005
Location: Japan
Hi guys am having problems with my rotating double doors with glass. I
know you are probably pissed off with getting these same questions but
I have checked all the info I could find on the net and haven't been
able to work out my problem.
So I have double doors with metal frames and two big panes of glass.
Basically there are 3 sections in each of my doors. Each section has
it's own origin brush lined up where the hinges would be and and
grouped with it's own func_door_rotating entity. I am also using a
trigger_multiple to try and get them to open. Nothing I do works. Here
are my settings, I hope you have some suggestions.
Door Frame.
"class-func_door_rotating"
"name-door1"
"render mode-normal" (tried it as solid)
"fx amount-0"(tried it as 255)
"speed-50" (tried it at different numbers)
"delay before close-2" (heard 4 doesn't compile correctly, but tried it)
"distance-85"
No flags selected
Glass panes
Same as above except for
"render mode-texture"
"fx amount-90"
No flags selected
Also the glass is stretched all the way to the hinges instead of stopping at door frame.
Trigger
"class-trigger multiple"
"target-door1"
"style-32"
"delay before trigger-0" (also tried 1, 0.01 etc)
"delay before reset-10" (also tried lower numbers)
No flag selected
The trigger is stretched through door at the moment so it is accessable
from both sides. Also tried seperate triggers on either side.
The only way I got the doors to move was when I chose the passable flag
and then when I compiled the doors were invisible and when I went
through the door way they flew off and then came back after 10sec and
hit me.
I don't know what to do. Any help you can give me would be great.
Re: rotating doors glass
Posted by gorfdog on
Mon Oct 31st 2005 at 3:06pm
4 posts
0 snarkmarks
Registered:
Oct 30th 2005
Location: Japan
Thanks for the reply underdog.
Sorry about the blank message but this is the 4th time I wrote out this
post and each time I submited it an error message came up that said I
had to log on. When I thought I was. So I submitted a blank post and to
my dismay it went through.
I also tried the x and y axis flags. But looking from the top field (default z axis) that is the way I want the doors to rotate.
Re: rotating doors glass
Posted by Underdog on
Mon Oct 31st 2005 at 4:10pm
1018 posts
102 snarkmarks
Registered:
Dec 12th 2004
Occupation: Sales-Construction
Location: United States
Been ages but here is my suggestion. Find a prefab of a door similar to yours.
Download it and dissect its working.
One thing about entities, you need not set them all to be functional.
Chances are you have one set thats canceling out the other.
Sorry but its been to long and I cannot give you more clues.
Find a good prefab.
There is no history until something happens, then there is.
Re: rotating doors glass
Posted by Crono on
Mon Oct 31st 2005 at 6:35pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Don't make two seperate func doors. That's why it's stretching to the origin. (Best guess)
Instead, give this a try: make the glass portion a func_wall, make its parent the rest of the door, which is the same as it is now, with the origin and all that stuff.
It should move with it when the door moves. Hell you could make it breakable if you want. (Make seperate panes if you want them to break at different times of course)
Give that a try, I think that should work. Sadly, I don't have time to try it out right now ... and I'm not going to try to get Hammer 3.4 working again :smile:
Blame it on Microsoft, God does.
Re: rotating doors glass
Posted by Underdog on
Tue Nov 1st 2005 at 2:50am
1018 posts
102 snarkmarks
Registered:
Dec 12th 2004
Occupation: Sales-Construction
Location: United States
You know. Even though I was joking there is a good chance that my incorrect answer was correct. In a sense anyway. If the origin brush was used incorrectly, he would still need one tied in correctly to function.
(shrugs)
Oh well.
There is no history until something happens, then there is.
Re: rotating doors glass
Posted by Crono on
Tue Nov 1st 2005 at 7:52am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Crap.
I just don't remember then, been using hl2 stuff for too long, I guess.
It's been awhile.
Blame it on Microsoft, God does.
Re: rotating doors glass
Posted by gorfdog on
Tue Nov 1st 2005 at 2:16pm
4 posts
0 snarkmarks
Registered:
Oct 30th 2005
Location: Japan
Captain P, thanks for going to the trouble to write the tut for me to
look at. I down loaded it and extracted the .bsp file to my valve
hammer editor program. Umm, what do I do with it now. I can't access it
from within hammer? How do I open it to check out what you have done?
Underdog at the moment my map is not so large so I only do full
compiles. I have deleted the origins and put them in again. Don't know
if that would cause it.
AAAaghhh the life of a witless noob.
sorry.
Re: rotating doors glass
Posted by Underdog on
Tue Nov 1st 2005 at 2:43pm
1018 posts
102 snarkmarks
Registered:
Dec 12th 2004
Occupation: Sales-Construction
Location: United States
<DIV class=quote>
<DIV class=quotetitle>? quoting gorfdog</DIV>
<DIV class=quotetext>I down loaded it and extracted the .bsp file to my valve hammer editor program. Umm, what do I do with it now. I can't access it from within hammer? How do I open it to check out what you have done?
</DIV></DIV>
Because you need to either load the RMF or the MAP file.
Assuming he sent either the RMF is the default that Hammer looks for. Assuming he sent only the MAP, you need to use the dropdown box and chose it from the list.
I am betting that since you can't locate it that its a .map file.
[edit] Lastly: Doors always work. If you make one correctly it will always work.
I am betting that you make the basic mistake of not tying the whole setup into one group.
1) Take your door components, The frame, the glass and the origin brushes. Drag your mouse across them all and make the little blue box around them. once you have them all encompassed press "Enter"
2) once they are all red, (be sure you have all the pieces) click the button "Tie to entity" and make it a func_door_rotating.
Note: you can also activate all the pieces by pressing and holding down the "CTRL button while you left click all the bits and bobs that make up your door.
3) once you have them all tied into a door entity, you may now add the trigger and target to the door.
The door will work. I do not remember the individual settings like travel and delay, but once its functional you can sort these out.
Good luck.
There is no history until something happens, then there is.
Re: rotating doors glass
Posted by Crono on
Tue Nov 1st 2005 at 7:23pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
UD, The entire problem is that he wants the glass rather transparent. So, no that wont work.
Mark Cap P, correct, since you know it works ... he gave you a compiled map. And there is an RMF in the zip ... so, you can find out how he did it :smile:
Blame it on Microsoft, God does.
Re: rotating doors glass
Posted by gorfdog on
Wed Nov 2nd 2005 at 7:05pm
4 posts
0 snarkmarks
Registered:
Oct 30th 2005
Location: Japan
Thanks Captain P. Your map showed me where I was going wrong.
Thanks to everyone who put a comment in and helped.