Creating Portal Doors: Difference between revisions
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{{back | Portal Behind The Scenes Level Creation}} | {{back | Portal Behind The Scenes Level Creation}} | ||
{{DISPLAYTITLE: Creating Doors}} | {{DISPLAYTITLE: Creating Doors}} | ||
{{Morescreenshots}} | |||
==Introduction== | ==Introduction== | ||
This guide will show you how to open doors with handles that can be opened with the use key. | This guide will show you how to open doors with handles that can be opened with the [[use]] key. | ||
{{note|This guide will assume you have '''Toggle Face Alignment''' active, this will be necessary for when we modify the textures.}} | {{note|This guide will assume you have '''Toggle Face Alignment''' active, this will be necessary for when we modify the textures.}} | ||
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==Areaportal== | ==Areaportal== | ||
Create a 2w*56l*112h brush with the <code>[[Tool_textures#areaportal|Areaportal]]</code> texture. | Create a 2w*56l*112h brush with the <code>[[Tool_textures#areaportal|Areaportal]]</code> texture. | ||
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Place the door in a suitable area, these doors are '''typically''' connected to or used in [[Creating an Observation Hallway| Observation Hallways]]. | Place the door in a suitable area, these doors are '''typically''' connected to or used in [[Creating an Observation Hallway| Observation Hallways]]. | ||
==Keypad doors== | |||
Use the same [[Creating Portal Doors#Door Frame|Door Frame]] as seen earlier. Next, create a <code>48w*2l*108</code> brush with the <code>nodraw</code> texture, texture all visible faces with <code>metal/metaldoor_white01</code>, align the texture if necessary. | |||
== See Also == | == See Also == |
Revision as of 17:43, 4 May 2022

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Introduction
This guide will show you how to open doors with handles that can be opened with the use key.

Door
Create a prop_door_rotating
and enter the following properties:
Property Name | Value |
---|---|
Name | d1
|
World Model | models/props_c17/door01_left.mdl
|
Skin | 5
|
Disable Shadows | Yes
|
Rotating Distance | 110
|
Fully Open Sound | Doors.FullOpen1
|
Fully Closed Sound | Doors.FullClose1
|
Move Sound | Doors.Move1
|
Door Frame
Create 2 4w*4l*112h brushes with the nodraw
texture.
Create a 4w*48l*4h brush with the nodraw
texture.
Select all the brushes and tie them to a func_detail
Move these brushes around the door and texture all visible faces with metal/metaldoor_white01
Select the Face Edit Sheet
, select the front faces and set the Texture Shift X value to 16.
Select the back faces, set the Texture Shift X value to 16 and set the Alignment to World.
Select the Right face, set the Texture Shift X value to 216.
Select the Left face, set the Texture Shift X value to 25.
Select the Top face, set the Texture Shift X value to 16 and set the Texture Shift Y value to 88.
Areaportal
Create a 2w*56l*112h brush with the Areaportal
texture.
Center this brush with the Door Frame.
Tie this entity to a func_areaportal
entity and enter the following properties:
Property Name | Value |
---|---|
Name of Linked Door | d1
|
Initial State | Closed
|

Initial State
Property to Open.Implementation
Place the door in a suitable area, these doors are typically connected to or used in Observation Hallways.
Keypad doors
Use the same Door Frame as seen earlier. Next, create a 48w*2l*108
brush with the nodraw
texture, texture all visible faces with metal/metaldoor_white01
, align the texture if necessary.