Garage door

Garage door

Re: Garage door Posted by SuperCobra on Fri Jan 14th 2005 at 12:51am
SuperCobra
184 posts
Posted 2005-01-14 12:51am
184 posts 28 snarkmarks Registered: Jan 2nd 2005 Location: Oregon,USA
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.

|

|
Re: Garage door Posted by omegaslayer on Fri Jan 14th 2005 at 1:02am
omegaslayer
2481 posts
Posted 2005-01-14 1:02am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Old way- trains with path_tracks

New way- No frikin' clue

It may be that the old way is the new way.
Re: Garage door Posted by SuperCobra on Fri Jan 14th 2005 at 1:04am
SuperCobra
184 posts
Posted 2005-01-14 1:04am
184 posts 28 snarkmarks Registered: Jan 2nd 2005 Location: Oregon,USA
ill give that a shot so I should make my door a func_tracktrain or something like that ?
Re: Garage door Posted by omegaslayer on Fri Jan 14th 2005 at 1:09am
omegaslayer
2481 posts
Posted 2005-01-14 1:09am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Re: Garage door Posted by SuperCobra on Fri Jan 14th 2005 at 1:25am
SuperCobra
184 posts
Posted 2005-01-14 1:25am
184 posts 28 snarkmarks Registered: Jan 2nd 2005 Location: Oregon,USA
darn no door closing?
Re: Garage door Posted by omegaslayer on Fri Jan 14th 2005 at 1:37am
omegaslayer
2481 posts
Posted 2005-01-14 1:37am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Re: Garage door Posted by SuperCobra on Fri Jan 14th 2005 at 1:49am
SuperCobra
184 posts
Posted 2005-01-14 1:49am
184 posts 28 snarkmarks Registered: Jan 2nd 2005 Location: Oregon,USA
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.
Re: Garage door Posted by Crono on Fri Jan 14th 2005 at 3:55am
Crono
6628 posts
Posted 2005-01-14 3:55am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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.
Re: Garage door Posted by Leperous on Fri Jan 14th 2005 at 9:43am
Leperous
3382 posts
Posted 2005-01-14 9:43am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
omega, I've created some
 tags which preserve spacing, if you need them :smile:

<DIV class=pre><PRE>this      is       a      big      gap
Re: Garage door Posted by darrenstraight on Fri Jan 14th 2005 at 10:17am
darrenstraight
6 posts
Posted 2005-01-14 10:17am
6 posts 11 snarkmarks Registered: Jan 9th 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.
Re: Garage door Posted by Zeon on Fri Jan 14th 2005 at 11:40am
Zeon
37 posts
Posted 2005-01-14 11:40am
Zeon
member
37 posts 14 snarkmarks Registered: Dec 22nd 2004 Location: USA
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.
Re: Garage door Posted by Paladin[NL] on Fri Jan 14th 2005 at 5:45pm
Paladin[NL]
157 posts
Posted 2005-01-14 5:45pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
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
Re: Garage door Posted by Rof on Fri Jan 14th 2005 at 6:39pm
Rof
210 posts
Posted 2005-01-14 6:39pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.
Re: Garage door Posted by Stranger on Fri Jan 14th 2005 at 8:32pm
Stranger
29 posts
Posted 2005-01-14 8:32pm
Stranger
member
29 posts 3 snarkmarks Registered: Jan 2nd 2005 Occupation: Mapper Location: Belgium
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!
Re: Garage door Posted by Myrk- on Fri Jan 14th 2005 at 9:02pm
Myrk-
2299 posts
Posted 2005-01-14 9:02pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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.
Re: Garage door Posted by StickFigs on Fri Jan 14th 2005 at 11:49pm
StickFigs
28 posts
Posted 2005-01-14 11:49pm
28 posts 13 snarkmarks Registered: Dec 23rd 2004
You could always make a prop_dynamic for the door and animate it in a 3d program to bend up.
Re: Garage door Posted by Leperous on Sat Jan 15th 2005 at 10:23am
Leperous
3382 posts
Posted 2005-01-15 10:23am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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...
Re: Garage door Posted by Junkyard God on Sat Jan 15th 2005 at 10:33am
Junkyard God
654 posts
Posted 2005-01-15 10:33am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
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
Re: Garage door Posted by cloudsofthought on Tue Jan 25th 2005 at 2:28pm
cloudsofthought
20 posts
Posted 2005-01-25 2:28pm
20 posts 2 snarkmarks Registered: Dec 27th 2004 Location: USA
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). :dorky: Thanks...
Re: Garage door Posted by Emoo on Tue Jan 25th 2005 at 4:30pm
Emoo
10 posts
Posted 2005-01-25 4:30pm
Emoo
member
10 posts 1 snarkmarks Registered: Jul 31st 2004
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 :sad: