Re: [article] Elevators
Posted by Yesurbius on
Sun Jan 9th 2005 at 9:54pm
48 posts
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Registered:
Dec 31st 2004
I can see a lot of work went into this. Great Tutorial This is something that has been on my "to figure out list" for quite a while, so I am glad that I don't have to spend the time now to figure it out.
Re: [article] Elevators
Posted by cbk on
Sun Jan 9th 2005 at 11:57pm
Posted
2005-01-09 11:57pm
cbk
member
30 posts
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Jan 2nd 2005
Location: Canada
Very clear, and descriptive.
Re: [article] Elevators
Posted by Orpheus on
Wed Jan 12th 2005 at 8:48am
Orpheus
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Booker, i truly appriceate the thought, but this wasn't exactly what i meant.
i guess i really am going to have to make a tutorial on screenshots..
Re: [article] Elevators
Posted by Corona on
Thu Jan 13th 2005 at 9:07am
43 posts
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Aug 31st 2003
Location: Holland
What about multiple levels?
Re: [article] Elevators
Posted by pef03 on
Fri Jan 21st 2005 at 2:23pm
1 post
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Jan 21st 2005
Oi blud oi blud.
nuff respect.
I mean...nice tutorial. Is it my imagination or is there a typo at the top when you say the two different models for the elevator and it's door.....but give the same filename?
Re: [article] Elevators
Posted by HarPooned on
Fri Jan 21st 2005 at 4:56pm
2 posts
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Jan 2nd 2005
Occupation: Hobo-Bandit
Location: Virginia, USA
Models/props_lab/elevatordoor.mdl model. Give it a Name of prop_elevator
Isn't this supposed to be models/props_lab/freightelevator.mdl?
Re: [article] Elevators
Posted by -Nisse- on
Tue Feb 15th 2005 at 10:23pm
Posted
2005-02-15 10:23pm
2 posts
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Dec 24th 2004
Location: Sweden
Nice tut, to make more than 2 levels just place more path_track s
the config is very easy so i dont think i need to explain it :P
Re: [article] Elevators
Posted by G4MER on
Mon May 16th 2005 at 11:34pm
Posted
2005-05-16 11:34pm
G4MER
floaty snark rage
member
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Sep 6th 2003
Location: USA
This helped me a bunch thank you booker for a well made tutorial.
Re: [article] Elevators
Posted by kj53 on
Fri Jun 23rd 2006 at 12:20am
Posted
2006-06-23 12:20am
1 post
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Registered:
Jun 23rd 2006
Great tutorial, but unfortunatly my elevator is very messed up. It looks perfect in Hammer but when I run the map it is facing a diffrent direction, also when I press the button to start it the doors close then open again.
Can some one please help me?
Re: [article] Elevators
Posted by FIDDLER on
Mon Jun 25th 2007 at 9:56am
39 posts
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Registered:
Feb 4th 2003
I have one that has 4 buttons inside that you can press. Each one taking you to a specific floor. When on the floor calling for the elevator it shows up at your floor as well. More floors can be added as well.
I will post a link when I get it uploaded somewhere.
Re: [article] Elevators
Posted by nightlord on
Mon Sep 3rd 2007 at 7:58pm
8 posts
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Registered:
Sep 2nd 2007
Nice tutorial my elevator works, but it starts the wrong way round, goes up and spins round at the top, then when it goes back down spins round again
Re: [article] Elevators
Posted by RedBlade2021 on
Tue Jan 29th 2008 at 9:35pm
2 posts
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Registered:
Jan 15th 2008
Location: USA
Hey, is the nodraw texture for the elevator suposed to be hollow? It looks like that in your pictures, just message me at steam plz, RedBlade2021
Re: [article] Elevators
Posted by jrich3600 on
Wed Apr 23rd 2008 at 10:11am
Posted
2008-04-23 10:11am
12 posts
416 snarkmarks
Registered:
Apr 23rd 2008
His tutoral works...If your elevator flips 180 degrees or spins etc it's because the func_tracktrain entity is not lined up exactly with the two path_track entities. Remember where he says line up the red x on the nodraw floor func_tracktrain with the two path_track entities. You must line them up or the elevator will face the wrong way...spin or even disappear. The nodraw floor texture also must be and even brush size such as 146 if it is 145 you will not be able to line the path_track up with the no draw func_tracktrain floor entitly. I just though I'd post because mine was flipping all over and took me an hour to find out that because these were not lined up it was causing this problem.