doors

doors

Re: doors Posted by Wilddoggie on Sat Jan 10th 2004 at 12:23am
Wilddoggie
55 posts
Posted 2004-01-10 12:23am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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?
Re: doors Posted by Wild Card on Sat Jan 10th 2004 at 12:44am
Wild Card
2321 posts
Posted 2004-01-10 12:44am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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. :smile:
Re: doors Posted by Gollum on Sat Jan 10th 2004 at 11:22am
Gollum
1268 posts
Posted 2004-01-10 11:22am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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.
Re: doors Posted by Wild Card on Sat Jan 10th 2004 at 1:54pm
Wild Card
2321 posts
Posted 2004-01-10 1:54pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Gollum said:
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?
Re: doors Posted by Gollum on Sat Jan 10th 2004 at 1:58pm
Gollum
1268 posts
Posted 2004-01-10 1:58pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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.
Re: doors Posted by Wild Card on Sat Jan 10th 2004 at 2:17pm
Wild Card
2321 posts
Posted 2004-01-10 2:17pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
And I guess all thoses .p1 .p2 etc files must not be deleted or moved right?
Re: doors Posted by matt on Sat Jan 10th 2004 at 3:26pm
matt
1100 posts
Posted 2004-01-10 3:26pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
The origin brush is the important bit. Oh yes.
Re: doors Posted by Gollum on Sat Jan 10th 2004 at 6:21pm
Gollum
1268 posts
Posted 2004-01-10 6:21pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Wild Card said:
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.
Re: doors Posted by Cash Car Star on Sun Jan 11th 2004 at 7:15am
Cash Car Star
1260 posts
Posted 2004-01-11 7:15am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I could be wrong, but I think only the .wic (wad include file) is looked for when you do an onlyent