• Custom Door
    44 replies, posted
Hello! I have a glass room with thick walls, and I want to make a glass door which can only be opened by a button on the outside. I've seen a similar door on a TTT map - 67th way, where there's a traitor room and the door is the same texture as the wall.. I've been Googling and YouToobing but cannot find anything (other than sliding doors).. Any pointers?
func_button with an output to open a func_door
Thanks for the response. It's more the custom door I need help with.. I have only ever made one type of door and thats a prop rotating door.. nothing beyond that
You're looking for a brush based door. Can be one or multiple individual brushes made up to be one door. You're looking for (as Ereunity mentioned), a func_button on the outside that points an Open/Toggle output to a func_door (or func_door_rotating). Making the door is pretty simple, but since I fail at explaining, I'm gonna link a tutorial from 3kliksphilip (who, last I recall, is someone hated around here but their tutorials for this kind of work are brilliant IMO) [video=youtube;jYiNIVGpMB8]http://www.youtube.com/watch?v=jYiNIVGpMB8[/video]
Thank you very much! Got it to work! Is it normal that the button moves after I press it?...
theres a flag for making it so the button doesnt move, just tick that
Oh awesome. I've fiddled around with it and I want the button to be the only way to open the door, I've tried using lock/unlock but it didn't work, the door still opened (the door had the flag ticked for starts locked as well).
[QUOTE=brickyross;39103308]Oh awesome. I've fiddled around with it and I want the button to be the only way to open the door, I've tried using lock/unlock but it didn't work, the door still opened (the door had the flag ticked for starts locked as well).[/QUOTE] You want the output on the button to be: Onpressed > Door > Open On the door you want to make sure the flags "Touch opens" and "Use opens" are not ticked.
[QUOTE=KFrohman;39103048]You're looking for a brush based door. Can be one or multiple individual brushes made up to be one door. You're looking for (as Ereunity mentioned), a func_button on the outside that points an Open/Toggle output to a func_door (or func_door_rotating). Making the door is pretty simple, but since I fail at explaining, I'm gonna link a tutorial from 3kliksphilip (who, last I recall, is someone hated around here but their tutorials for this kind of work are brilliant IMO) [video=youtube;jYiNIVGpMB8]http://www.youtube.com/watch?v=jYiNIVGpMB8[/video][/QUOTE] woah, why is 3Kliksphilip hated? His tutorials have really helped me out
[QUOTE=vladnag;39120947]woah, why is 3Kliksphilip hated? His tutorials have really helped me out[/QUOTE] Some drama back here in FP a few years back. He said some pretty dumb shit in the mapping section back then.
[QUOTE=vladnag;39120947]woah, why is 3Kliksphilip hated? His tutorials have really helped me out[/QUOTE] His earlier tutorials were idiotic, and, although his latist tutorials are better, they still contain errors he has been unwilling to fix.
I've failed to get a door to open downwards.. even though the door is flat on the ground, when its compiled it is standing upward and opens left/right..
[QUOTE=vladnag;39120947]woah, why is 3Kliksphilip hated? His tutorials have really helped me out[/QUOTE] Because he makes horrible mistakes and gives really, really bad advice (for example, in the video linked in this thread, he suggests aligning the door texture on the brush by manipulating the brush itself).
[QUOTE=brickyross;39165735]I've failed to get a door to open downwards.. even though the door is flat on the ground, when its compiled it is standing upward and opens left/right..[/QUOTE] Set the direction to "Down"
3Kliksphilip has a clear mic through. His not like the other youtubers with fucked up mic. His was explaining stuff is good though.
[QUOTE=Errolight;39167568]3Kliksphilip has a clear mic through. His not like the other youtubers with fucked up mic. His was explaining stuff is good though.[/QUOTE] His explaining teaches bad habits. Why would you name an entity by anything other than its position in the world or function? Why would you ever use hollow or carve? Serveral of my tutorials were made because 3kliks was unwilling to fix his own.
[QUOTE=IronPhoenix;39168071]Why would you ever use hollow or carve?[/QUOTE] I'm honestly sick and tired of people telling beginners "NEVER UES CARVE I KIL U". Hollow and carve are both quite useful, it's just that they can be abused. That's not a valid reason, however, to tell people right off the bat that they're bad. As a matter of fact, I don't see how hollow is bad at all. Carve in particular allows for brush manipulation that is otherwise impossible. For example: [T]https://dl.dropbox.com/u/17850283/tube1.png[/T] I made the concrete "adapter" sections on either end of the tube using carve — it got the job done very well (perfectly aligned vertices and faces), which wouldn't have otherwise been possible.
[QUOTE=Mozartkugeln;39186381]I made the concrete "adapter" sections on either end of the tube using carve — it got the job done very well (perfectly aligned vertices and faces), which wouldn't have otherwise been possible.[/QUOTE] If they're "perfectly aligned" you could have made them manually and they'd still have been perfectly aligned.
Now try carving a cylinder into a sphere...
[QUOTE=Ereunity;39189624]If they're "perfectly aligned" you could have made them manually and they'd still have been perfectly aligned.[/QUOTE] nope.mkv The inside torus had its vertices off-grid, hence why simple vertex manipulation couldn't accomplish what I needed. Everything else was made by hand, and I was skeptical to use carve, but it was the [I]only[/I] way, and hey — it worked.
[QUOTE=Mozartkugeln;39196855]nope.mkv The inside torus had its vertices off-grid, hence why simple vertex manipulation couldn't accomplish what I needed. Everything else was made by hand, and I was skeptical to use carve, but it was the [I]only[/I] way, and hey — it worked.[/QUOTE] If they're off-grid, they're not perfectly aligned to grid.
Read my post again. Did I ever say that? No, I did not. Perfectly aligned vertices and faces means vertices and faces perfectly aligned to each other.
No dude. Torus should be perfectly aligned to the grid too. Look umm if you want like compile problems and vvis to take 3 days then do what you're doing, but people on here bitch about stuff not lining up and about using carve because it is just bad practice and is setting you up for failure later in your mapping career if not right now. *EDIT* Actually I would recommend making the pipes without torus tool, just like make that with vertex manipulation too.
The torus [I]is[/I] aligned to the grid, but not all the vertices on its [U]inside[/U] wall are. And yes, the pipe was made using a template brush, rotation and special pasting, so no torus tool. [QUOTE=Natalya;39199850]Look umm if you want like compile problems and vvis to take 3 days then do what you're doing[/QUOTE] I lol'd. Func_details — ever heard of 'em? If you're doing complicated brushwork on a small scale like I was, not everything can be on grid [I]and[/I] be perfectly aligned. Stuff being off-grid doesn't actually have anything to do with VVIS compile time, just saying. Rating someone's post "dumb" when you yourself don't know what you're talking about is not cool. [QUOTE=Natalya;39199850]people on here bitch about stuff not lining up and about using carve because it is just bad practice[/QUOTE] Using carve is [B]not[/B] bad practice by any means if you know what you're doing; [U]ab[/U]using it on the other hand …
Glad you know what func_detail is and that you'll be making the whole thing you have there a func_detail with a nodraw box around it all, but seriously shit like this with vertices all over the place is what propper is made for. I'm surprised you aren't getting invalid solid object warnings or fucked up brushes in game after compile.
If I had wanted a model, I would've made one. As I've said, all the vertices are spot-on because the tube was made using a precise method (apart from the two adapters, where I had no choice but to use carve). On a side note, the Hammer decimal loss issue [I]did[/I] take its toll after 10 or so saves, but thankfully I had a previous save in store, so it was all good.
valve_use_carve.jpg [img]http://i.imgur.com/GTE7k.png[/img] ^This stuff is off-grid and it's in an official Portal map made by VALVe. Don't misinform people and use all available tools when appropriate.
You should still make that the proper way, though. I guess what I'm trying to say is that carve certainly has a better alternative: manually making the brush, but sometimes that just doesn't work and carve is the way to go. Although not ideal, carve certainly has its uses, so when a beginner asks for advice, give them the full scope instead of just telling them to never use carve. [U]Don't rule carve out![/U]
[QUOTE=Stinger21;39201034]valve_use_carve.jpg [img]http://i.imgur.com/GTE7k.png[/img] ^This stuff is off-grid and it's in an official Portal map made by VALVe. Don't misinform people and use all available tools when appropriate.[/QUOTE] There's a better way to do that shape. And it may be VALVe, but IIRC the level designers for most of Portal where students fresh out of digipen.
[QUOTE=glitchvid;39201084]There's a better way to do that shape. And it may be VALVe, but IIRC the level designers for most of Portal where students fresh out of digipen.[/QUOTE] Also looking at the shape it could have been done so much better manually.
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