Blowout Doors: Difference between revisions

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''By Mxthe''
''By Mxthe''



Revision as of 17:23, 14 November 2005

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By Mxthe


Introduction

In this tutorial I am going to explain how to make a door, wich you can open and close, and then, how to make this door become a physic object, usefull in the case you want a simple door to blow and then put ennemies behind.


The Door

This tutorial is very very simple... First make your door, it can be any kind of door.

Func_door_rotating

Func_door

Prop_door_rotating

Once your door is done, make sure to make a door frame around it Making a door friend is simple, select your door, and then, create a brush by the topview of the hammer, the brush will automatically take the scale of the last object you selected, in this case, the door.

Make a very thin brush on the right side, then on the left side and then up. If you want to detail your frame, you can add in front of all, a even thinner frame, wich makes like the place for the door to close, it can look really nice.

Do not forget to select all parts and func_detail your door frame, or else vvis will take hours to compile it.

If you want your frame not to have any collisions, it is our case here, make it a func_brush, and in the Solid proprieties, put

NeverSolid

Then you have your door, your doorframe. Now lets make the transformation.


Transformation

Here, we are going to place a phys_convert in the map

Name : DoorConverter Entity to convert: Door

The phys_convert entity, is an entity that can convert any other into a physic entity, in that case the door.


The Explosion

This part is in case you want the door to explode

Simply put an env_explosion in the other side you want to door to blow at. For example, if you want your door to blow and fly to the east, put the env_explosion to the west, if you want it to blow to the west, put the env_explosion to the east...ect...

Now, theenv_explosionis just the visible part for the explosion, but if you really want your door to FLY you must put an env_physexplosion

This entity is like an env_explosion but its more for physics, and it does not has a physical explosion.

So put it near the env_explosion

Name : DoorPhysExplosion Magnitude : Depends,the size of the door Clamp Radius : This is the radius at wich the physexplosion touches the physics, if you dont want all the physics near the door moving and killing your fps, then put the radius only so it includes the door.


The Trigger

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 :


The 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 youll have your smoke.