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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Wed Sep 08, 2004 10:59 am    Post subject: |

I always have a very clean way of building a map/BSD tree so you could easily export the 3 different doors as prefabs

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Wed Sep 08, 2004 4:45 pm    Post subject: |

thank you spook.

hey have you tried the beta of Los Angeles?
_________________
FUn Can Kill YOU!!

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Darth Vikram
Cadet

Joined: 03 Aug 2004
Posts: 7

Posted: Thu Sep 09, 2004 5:25 pm    Post subject: |

If you want to put it up on the site, I've written up a tutorial for making hinge doors: http://www.geocities.com/darthvikram/tut_doors.jpg I had to rename it from htm to jpg because otherwise Geocities puts ads. Just rename it back. And also there was an error in the first instructions I posted. It should have been X+1 instead of X-1.

BTW, after you mentioned it I tried everything with sliding doors to make an elevator and I don't think there's a way they can push against people. Rotating doors can though so if there's a way it's probably involving them.

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Spookstah
Commander

Joined: 02 Jan 2004
Posts: 120
Location: The Netherlands

Posted: Sat Sep 11, 2004 12:54 pm    Post subject: |

Another thing about sliding/rotating doors which seal of a room/building: Add a VisBlocker.

1. Take/make a singlesided polygone. (copy a hullmaker from an existing map works very well)
2. Make it the exact same size as your door.
3. Go into properties of the brush and set everything to FALSE except: Subdivide and VisBlocker.
4. Move it to the outside of the door (which side of the door doesnt matter, just the fron or back side)
5. Use the option: Move Tagged Nodes Here and move the VisBlock brush to the Rotating/Sliding door object. (this way when the door opens the VisBlocker also moves aside)

Q: Whats the benefit of a VisBlocker?
A: When you seal of a room with a VisBlocker the engine doesnt have to calculate/compile the room before a player can see it, this benefits the overall fps and lowers poly count.

Side note: you can only use VisBlockers in sealed of rooms where a player cant look into before a door or what ever is openen, so you cant use it with a room which has a window..

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*BTK*Ronin
Special Forces

Joined: 12 Nov 2003
Posts: 219
Location: United Kingdom

Posted: Tue Sep 14, 2004 10:39 am    Post subject: |

ok to make an elevator, couldnt you use the sliding door to slide upwards, and bind it to a hollowed box or sumthing. just a suggestion anyways.
_________________
-ACME-Roger Rabbit
"Anyone that moves is the enemy...
...Anyone that stands still is the well disciplined enemy!"

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Tue Sep 14, 2004 2:08 pm    Post subject: |

it dont wrk.

i tried binding a climable to a sliding door on its side that was co-bound to a brush that would be the floor. no luck.

wen a sliding door is bound to a climable u can no longer climb it.

didnt fengd have one in operationIfx
_________________
FUn Can Kill YOU!!

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*BTK*Ronin
Special Forces

Joined: 12 Nov 2003
Posts: 219
Location: United Kingdom

Posted: Tue Sep 14, 2004 2:18 pm    Post subject: |

buggerypoops! time for plan B - lets bomb RockStar North!
_________________
-ACME-Roger Rabbit
"Anyone that moves is the enemy...
...Anyone that stands still is the well disciplined enemy!"

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El Scorpion
Site Admin

Joined: 16 Aug 2003
Posts: 581
Location: CANADA

Posted: Wed Sep 15, 2004 5:46 pm    Post subject: |

ROFL, careful what u say.

some1 mite listen to you, what am i saying?
_________________
FUn Can Kill YOU!!

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*BTK*Ronin
Special Forces

Joined: 12 Nov 2003
Posts: 219
Location: United Kingdom

Posted: Sat Sep 18, 2004 1:37 pm    Post subject: |

ok time to start a new board - plans for the destruction of rockstar north and ea games! muahahahahahahahaha etc...
_________________
-ACME-Roger Rabbit
"Anyone that moves is the enemy...
...Anyone that stands still is the well disciplined enemy!"

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