How to make a rotating door with glass?

How to make a rotating door with glass?

Re: How to make a rotating door with glass? Posted by BThax on Wed Aug 4th 2004 at 9:17am
BThax
3 posts
Posted 2004-08-04 9:17am
BThax
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3 posts 10 snarkmarks Registered: Jul 25th 2004 Occupation: Studying Computer Cience Location: Palma de Mallorca
So that's the question...
Re: How to make a rotating door with glass? Posted by fraggard on Wed Aug 4th 2004 at 9:54am
fraggard
1110 posts
Posted 2004-08-04 9:54am
fraggard
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
(Assuming you know how to make rotating doors) If you want to add a door made of glass, simple create a regular func_door_rotating with a glass texture, set the rendermode to texture, and the render amount between 100-200.

If you want to make a regular door with a glass window in it, create the part of the door without the window, make it a regular func_door_rotating and set it up how you want it. Then make the window where you want it, and make it a func_door_rotating with the same origin. i.e. the origin brushes of the door and the window should coincide. Set the rendermode to texture, and the render amount between 100 and 200.

For the two to rotate together, the two entites should have exactly the same properties, except for the rendermode and render amount.
Re: How to make a rotating door with glass? Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 12:37pm
7dk2h4md720ih
1976 posts
Posted 2004-08-04 12:37pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
If you can't figure it out from what Frag said, there's a more in depth
tutorial here: http://halflife.qeradiant.com/halflife/athl4.htm
Re: How to make a rotating door with glass? Posted by Ferret on Wed Aug 4th 2004 at 2:52pm
Ferret
427 posts
Posted 2004-08-04 2:52pm
Ferret
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427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Simply make two different entities. One has the glass values and the glass textures (remember to use null on the faces the player will never see), and the other entity will have the normal no values. Put origin in the center like usual, though make sure that origins are the same as the other origin. Then tie each to an func_rotating like you'd normaly do and voila. I'd use a trigger_multiple to activate the func_rotating though, otherwise if you touch the lips of the door without the glass the rotating will not be in sync.