Re: doors
Posted by Wilddoggie on
Sat Jan 10th 2004 at 12:23am
Posted
2004-01-10 12:23am
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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 Gollum on
Sat Jan 10th 2004 at 11:22am
Posted
2004-01-10 11:22am
Gollum
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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 Gollum on
Sat Jan 10th 2004 at 1:58pm
Gollum
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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
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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
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The origin brush is the important bit. Oh yes.
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I could be wrong, but I think only the .wic (wad include file) is looked for when you do an onlyent