rotating doors glass

rotating doors glass

Re: rotating doors glass Posted by gorfdog on Mon Oct 31st 2005 at 2:40pm
gorfdog
4 posts
Posted 2005-10-31 2:40pm
gorfdog
member
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 Underdog on Mon Oct 31st 2005 at 2:45pm
Underdog
1018 posts
Posted 2005-10-31 2:45pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
It helps when you add text, but lets assume you either want to know:

1) you need an origin brush tied into the door.

2) you need to set the spin on the X or Y axis I think.

Welcome to Snarkpit O silent one, :biggrin:
There is no history until something happens, then there is.
Re: rotating doors glass Posted by gorfdog on Mon Oct 31st 2005 at 3:06pm
gorfdog
4 posts
Posted 2005-10-31 3:06pm
gorfdog
member
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
Underdog
1018 posts
Posted 2005-10-31 4:10pm
Underdog
member
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
6628 posts
Posted 2005-10-31 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 Captain P on Mon Oct 31st 2005 at 11:47pm
Captain P
1370 posts
Posted 2005-10-31 11:47pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Heh, since I still have Hammer 3.4 in working state, I decided to make
an example map for you. I always wanted to do some sort of in-game
tutorial map with text popping up explaining stuff or some sort of
screen displaying the steps and such, but never did so.

So, besides an example map it's also some sort of experiment. :smile:

Here it is:
example_func_door_rotating.

I tested (a lot of times) and the doors work perfectly here, so I guess
they'll work for you as well. Don't mind the whole lot of extra
entities, I used these for the speeches, the only entities used for the
doors are the trigger_multiple and the four func_door_rotatings per
door set.
Create-ivity - a game development blog
Re: rotating doors glass Posted by Underdog on Tue Nov 1st 2005 at 2:50am
Underdog
1018 posts
Posted 2005-11-01 2:50am
Underdog
member
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 wil5on on Tue Nov 1st 2005 at 6:55am
wil5on
1733 posts
Posted 2005-11-01 6:55am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Crono, this is HL1, and presumably not Spirit (if this is for Spirit of Half-Life, then Crono is right, but for almost any other mod, you cant parent entities together like that).

Doors flying off into space sounds like the origins are set up wrong... are the origin brushes tied to the same entities as their sections of door? What happens when "Passable" isnt checked? Sorry, but "it doesnt work" isnt very helpful.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: rotating doors glass Posted by Crono on Tue Nov 1st 2005 at 7:52am
Crono
6628 posts
Posted 2005-11-01 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 Underdog on Tue Nov 1st 2005 at 1:40pm
Underdog
1018 posts
Posted 2005-11-01 1:40pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
wil5on said:
Doors flying off into space sounds like the origins are set up wrong....
I have seen this before. It happens when you delete an entity and do not do a full compile but only say an "onlyent" compile.

I have seen doors act like trains or satellites before that orbit the map endlessly.

It has something to do with how the engine assigns the entity. If you delete it without recompiling fully the engine doesn't know what to do so it wanders the map at high velocity.

You can as we all know, only do an "onlyent" as long as the entity doesn't have light, or contain a solid texture.
Question is, did this guy delete something and cause this event?
There is no history until something happens, then there is.
Re: rotating doors glass Posted by gorfdog on Tue Nov 1st 2005 at 2:16pm
gorfdog
4 posts
Posted 2005-11-01 2:16pm
gorfdog
member
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
Underdog
1018 posts
Posted 2005-11-01 2:43pm
Underdog
member
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 Captain P on Tue Nov 1st 2005 at 4:43pm
Captain P
1370 posts
Posted 2005-11-01 4:43pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I sent both a .rmf and a .bsp. Check out the .bsp first in-game to see
if it works for you (I've added some text messages to the map to
clarify some things), then open the .rmf in Hammer to see how it was
done. :smile:
Create-ivity - a game development blog
Re: rotating doors glass Posted by Crono on Tue Nov 1st 2005 at 7:23pm
Crono
6628 posts
Posted 2005-11-01 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
gorfdog
4 posts
Posted 2005-11-02 7:05pm
gorfdog
member
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.
Re: rotating doors glass Posted by Underdog on Fri Nov 4th 2005 at 12:37am
Underdog
1018 posts
Posted 2005-11-04 12:37am
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
gorfdog said:
Thanks Captain P. Your map showed me where I was going wrong.
.
Since we do not have the luxury of seeing your desktop, could you enlighten us too please? Even if we downloaded the file, it wouldn't clue us in on where you went astray.

I am kinda curious to know how wrong my answers were.
There is no history until something happens, then there is.