IrocJeff Posted August 12, 2016 Posted August 12, 2016 I'm trying to make the death star elevator doors and am running into an issue where they don't look good with brushes. I want them functional and I was curious if I could make a functioning door with curves in Radiant.
Ramikad Posted August 12, 2016 Posted August 12, 2016 Sure, you can. You'll have to play around with an origin brush on the door and scripts to move it properly, and it might cause some problems with culling, but it's doable.
IrocJeff Posted September 7, 2016 Author Posted September 7, 2016 Sure, you can. You'll have to play around with an origin brush on the door and scripts to move it properly, and it might cause some problems with culling, but it's doable. Figured I'd post this shot of what I want to do. The highlighted brushes would be one side of the door and it would open outwards.
Ramikad Posted September 7, 2016 Posted September 7, 2016 Figured I'd post this shot of what I want to do. The highlighted brushes would be one side of the door and it would open outwards. As in it would slide open inside the rest of the curved wall? I'm not sure how well it would fit with a brush-made patch structure - it might glitch through the walls. Anyway, you can experiment making the doors, plus one origin brush for each door at the center of the elevator, so that you'd just have to make a script to rotate it of, say, about 20 degrees in the right directions when it opens, and back to the original angles when it closes.I'm also not sure how well such a door would do with portals - the doors in BlueIce Nightfall, if I remember correctly, had a few brushes as the physical door and an invisible, proper door for the culling. Only tests will tell.
eezstreet Posted September 7, 2016 Posted September 7, 2016 Use a func_rotating with a trigger, and the origin brush being in the center of the elevator.(func_door creates two trigger_multiples upon compile) Teancum and Noodle like this
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