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Doors
:: Surgeon
(based on a tutorial by Dr
ABAP
-------------------------------------------------------------------------------
These tutorials assume you are
already familiar with SDK (MOHRadient) or similar and
know how to create a basic room with a light, platform
etc. See (Basic room tutorial & Basic lights tutorial).
Its also assumed that you have read the documentation
that was released with the Editor.
For this tutorial I'm going to cover
both rotating and sliding doors. Create a room (see
your first room tutorial if you don't know how to do
this !). Mines 512x512x256 (length, width, height).
Remember to add an info_player_start and lights to the
map.
Next, add a wall in the middle of
the room (mines 16 units wide). To build the wall use
3 brushes, creating a doorway 128 units high and 64
units wide. Remembering to texture the wall, you should
end up with whats in the image below.
Having created your rooms and a door way, we can move
on to the first type of door.
These are the easiest doors to create. Simply create
your door brush inside your doorway. With the door brush
selected, right click and select func -> door. Then
with the brush still selected enter the angle you want
the door to slide to.
Voila, one sliding door. There are many properties
you can give your door. Here are some of the more common
ones (the first 2 options are in checkboxes) :
"AUTOOPEN" causes
the door to open when a player is near instead of waiting
for the player to use the door.
A "TARGETED"
door is only operational from triggers or script
"message" is
printed when the door is touched if it is a trigger
door and it hasn't been fired yet
"angle" determines
the opening direction. point toward the middle of the
door (away from the hinge)
"targetname"
if set, no touch field will be spawned and a remote
button or trigger field activates the door.
Right, for the Door. (See above. Top
XY Left & Front View right). This is just
to show you how the Brush fits the gap Apply any
texture for now, but use something different from the
wall texture you have used, not that it matters.
OK, go to the XY TOP view, using (Ctrl
+ Tab). OK, we need to apply another brush and give
it the ORIGIN Texture.
This is the COMMON texture for the
Origin. To get to these textures go to the Menu Bar,
selecting Textures. Scroll down until you see COMMON.
OK, lets create the Origin Brush.
In XY TOP create a brush using Grid 4 (see images below).
Apply ORIGIN texture.
Notice how it encompasses the right
of the door (logically this is where we assume the hinges
to be! And its opposite the handle!) , also notice how
it fits flush to the right wall. This is a MUST, you
will also notice that the brush overlaps either side
this is good practice (try not to create problems for
yourself). It also signifies Left and right (no the
engine doesnt require this, its just good
practice).
OK, select both the DOOR and the ORIGIN brushes in XY
TOP view. (See below)
Right click in the Door Brush, bringing
up the following Menu. Selecting Func Rotatingdoor.
You should now see the following.
Ok, thats it youve created
a rotating door. You can set certain parameters by bringing
up the Entity window N. You can play with
these if you want to, Im not going to explain
these just yet, as Ill use them in the next Door
Tutorial (Sliding Doors and Triggered Doors).
So go on and compile the Map and play
on.
NOTE: That the default (Open/Closed)
sounds is wooden, you can change these in the Entity
Box if you can find the sounds.
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