Blowout Doors: Difference between revisions
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[[Category:Level Design]] | |||
[[Category:Level Design Tutorials]] | |||
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== Introduction == | ==Introduction== | ||
This tutorial will detail how to create a door, which can be toggled open or closed, and will also detail how to make the door become a physics object. This is useful for when you require a simple door to be blown down, most likely for a scripted sequence which involves NPCs. | This tutorial will detail how to create a door, which can be toggled open or closed, and will also detail how to make the door become a physics object. This is useful for when you require a simple door to be blown down, most likely for a scripted sequence which involves NPCs. | ||
== The Door == | ==Construction== | ||
===The Door=== | |||
[[Image:Blowout1.jpg|thumb|200px|right|Fig. 1]] | [[Image:Blowout1.jpg|thumb|200px|right|Fig. 1]] | ||
[[Image:Blowout2.jpg|thumb|200px|right|Fig. 2]] | [[Image:Blowout2.jpg|thumb|200px|right|Fig. 2]] | ||
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# If you'd prefer your frame not have any collisions, you can change the entity to a <code>[[func_brush]]</code> and select ''Not Solid'' in the <code>Solidity</code> field. | # If you'd prefer your frame not have any collisions, you can change the entity to a <code>[[func_brush]]</code> and select ''Not Solid'' in the <code>Solidity</code> field. | ||
== Transformation == | ===Transformation=== | ||
In order to transform the door and provide the door with physical properties, the <code>[[phys_convert]]</code> entity is used. | In order to transform the door and provide the door with physical properties, the <code>[[phys_convert]]</code> entity is used. | ||
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* <code>Entity to convert</code>: Door | * <code>Entity to convert</code>: Door | ||
== The Explosion == | ===The Explosion=== | ||
[[Image:Blowout3.jpg|thumb|200px|right|Fig. 3]] | [[Image:Blowout3.jpg|thumb|200px|right|Fig. 3]] | ||
To cause the 'blowout' effect, you need to place two explosion entities. To do so, follow these steps: | To cause the 'blowout' effect, you need to place two explosion entities. To do so, follow these steps: | ||
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# You should now have a set up similar to fig. 3. | # You should now have a set up similar to fig. 3. | ||
== | ===Triggering the Effect=== | ||
Now, put a [[logic_relay]] in your map | Now, put a [[logic_relay]] in your map | ||
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== | ===Adding Smoke=== | ||
Put a brush with trigger texture on it as big as you want your smoke to be, and tie it to [[func_smokevolume]], change the color to the color you want for your smoke, and put the density to 0 | Put a brush with trigger texture on it as big as you want your smoke to be, and tie it to [[func_smokevolume]], change the color to the color you want for your smoke, and put the density to 0 | ||
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And you'll have your smoke. | And you'll have your smoke. | ||
Revision as of 03:54, 21 January 2006

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Introduction
This tutorial will detail how to create a door, which can be toggled open or closed, and will also detail how to make the door become a physics object. This is useful for when you require a simple door to be blown down, most likely for a scripted sequence which involves NPCs.
Construction
The Door
- Create your door as needed. See Creating Doors.
- Once you have created your door, you will need to create a door frame. To do this, use three brushes to create an outline of your door. For ideal performance, you should use vertex manipulation to slot the pieces of the frame together, as in fig. 1.
- Once your frame is complete, select all the pieces, press Ctrl + T to tie them to an entity, and select
func_detail
from the list. You should now have a door and a frame as in fig. 2. - If you'd prefer your frame not have any collisions, you can change the entity to a
func_brush
and select Not Solid in theSolidity
field.
Transformation
In order to transform the door and provide the door with physical properties, the phys_convert
entity is used.
Place this entity near to your door and set the following values:
Name
: DoorConverterEntity to convert
: Door
The Explosion
To cause the 'blowout' effect, you need to place two explosion entities. To do so, follow these steps:
- Place an
env_explosion
entity on whichever side you want the door to be blown from. If you place it behind the door, the door will blow towards you. Name this entity DoorExplosion. - To create the movement of the door, place an
env_physexplosion
entity in the same place as theenv_explosion
. You should also name this entity DoorExplosion. - You should now have a set up similar to fig. 3.
Triggering the Effect
Now, put a logic_relay in your map
Name: RelayDoorBlow
In the outputs
OnTrigger : DoorPhysExplosion Explode Delay 0
OnTrigger : DoorExplosion Explode Delay 0
Now all you have to do so your door explodes, is to trigger the logic_relay RelayDoorblows and your done!
If you want more, put a func_smokevolume for smoke
Here is how to use the smokevolume :
Adding Smoke
Put a brush with trigger texture on it as big as you want your smoke to be, and tie it to func_smokevolume, change the color to the color you want for your smoke, and put the density to 0
Now, to make you smoke appear, simply put :
SmokeVolume SetDensity 1
And you'll have your smoke.