Author Topic: button door  (Read 360 times)

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button door
« on: September 20, 2009, 08:15:33 AM »
# click on the block tool   and draw a brush 32 units thick, the width and height of the room, put it in the middle of the  Top2d  view to split the room in two.
Press Enter .


    Some mappers say you should not use the Carve tool
    (That's Tools | Carve or on the Map Operations Bar) there are lots of discussions on this on the forums. We won't be carving the door. Some people make doors with the Clipping tool. I will use both the carve tool and the clipping tool in other tutorials where they are useful. But for this one we are going to use separate brushes and leave the space for the door.
    We will however be using the Vertex Editing Tool


# Select your new wall.
# Click on the Vertex Tool
# In the 2dTop view, you will notice that the corners of the brush have white handles, and the middles of the brush, yellow handles.

White handles move the whole corner of a brush, yellow move the whole face.


(If you want to move just one vertex, you can select it in the 3d view, but more on that later)

# Grab a yellow handle on a thin end of the wall with the mouse cursor and drag it to exactly the middle of the room.



# Click on the selector tool to dump the vertex tool.

# Now duplicate the brush ( Select it, hold down SHIFT while moving the brush) and drag the new brush into the space left by the other one.

You now have a wall divided exactly into two.

They need to be 64 units apart to leave a gap for the door frame and the door.

    Tip....
    You can measure space by using the Selector tool and LMB dragging the mouse in the 2D view



# Use the Vertex Tool to move one wall the required 64 unit distance.
The gap goes from floor to ceiling, and as the door is only 92 high and the space 128 we have to fill some of it.

# Duplicate one of your new walls and with the Vertex Tool shrink it, to fit into the space between, leaving 96 gap from the floor to the height of the door space. (you can of course just make a new brush with the Block Tool to fit; whichever you do, your new brush needs to be 64 wide and 32 units high )(Yes I know it doesn't add up, read on...)



We are going to make a simple door, from a brush made into a func_door_rotating

For a rotating door to look good. it needs to have a door frame. So we need some more brushes.

# Make a brush 92 units high by 4 by 16, put this in the middle of the doorway to the left, duplicate it and put the duplicate on the right. Duplicate again and then rotate Tools | Transform it in the Y Axis by 90 and Vertex Edit it to make it fit on top of the other two.



# You will also need to put a wood texture on the inside faces of the door frame

# Now make a brush that will be your door. 16 x 56 x 92 high. (Or with your new found skill you can duplicate a brush and vertex it to fit !)

# Open the texture browser and pick a door texture (wood/wooddoor032a was what I used)

# To texture the door, get into 3d camera mode (cursor on the 3d view, press Z ). Move so you are facing the door.

# Open the face edit tool make sure the Mode is Lift and select.

# Click on the door texture. Change the mode to Apply (texture only) and put this on the door frame faces (both sides and the top).

Go back to Mode:Lift and select

# Hold down CTRL , and select the faces of the door frame and the door, that's 4 faces selected, change the texture scale in X to 0.285 and in Y to 0.215 . (You will find that these get rounded up to two decimals)
Click Apply

# Now with all four faces selected, use the Texture shift arrows to get the texture fitting on the door and the frame.

# Because we rotated the top part of the door frame, you may need to rotate the texture to match.

    Remember when you rotate a brush the texture will be rotated too, even if you apply it afterwards



    An alternative way is to just get the door face texture fitting right, then with the face edit tool open, left click on the door face, then hold down ALT and right click onto the three door frame faces.





(If you want it to hinge from the other side then put a minus before the figure in the X texture scale.)

# Repeat the texturing on the other side of the door and frame.

# We could have done this more simply, but I wanted to show how to use some other bits of the face edit tool

Now let's make it a hinged door.

# Select the door brush (not the frame) and press CTRL+T.

# In the Class drop down select func_door_rotating.

# Click Apply, then click the Flags tab.

# Check the Use Opens box, and uncheck Touch Opens.

The other flags are fairly self explanatory. In the 2d Top window you should see a white circle, this is the hinge. If you don't see it, make sure the toggle helpers button is on, in the toolbar

# Still in 2dTop view put the cursor over the circle. The cursor will change to a cross. Hold the LMB and move the circle to where you want the door hinged.



# Now you can texture the new wall, and the rest of the two rooms how you want. The walls textures will fit properly floor to ceiling if you pick textures that are 128 high. (I used, walls - plaster/plasterwall009a floor - concrete/concretefloor012a and ceiling - concrete/concreteceiling001a

# Compile and run the map

its a great find :D
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Offline PDAFreak14

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Re: button door
« Reply #1 on: September 27, 2009, 12:03:36 PM »
Straight from halfwit? Lol jk nice tut. :D
« Last Edit: September 27, 2009, 12:05:29 PM by PDAFreak14 »

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Re: button door
« Reply #2 on: October 03, 2009, 04:40:58 AM »
i told you about half wit o.O
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