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Making rotating doors

11 replies to this topic
JostVice
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#1

Posted 27 May 2008 - 06:22 PM

Hey. this is a thing i always wanted to do, make my own non-replacing rotating doors like the ones in SA's interiors, so today i promised myself how to do this. its pretty easy thing to do.

Okay. I get you've modelled your door as you want, Now the first thing to do is place The axis in the correct coords

Select your models, go to the hierarchy tab:
user posted image

With your models selected, click on Affect Pivot only and place your axis At the bottom, at the corner where the hinges would be, like in this picture. i suggest you placing it a bit under the bottom, so there is no problem for the door to slide, because it wont hit the floor.

user posted image

When you finished placing the axis, move to the door to 0,0,0 (not the axis, remember) and the grid should be showing for you the same as for me in the above picture. Remember to reset xform for scale and also to keep rotation on 0,0,0. You're finished, export your DFF (no matter if it has normals, vertex colours...)

Okay, now we go for the col, one of the interesting parts of this.

Make a box of the same size as the door, in the same place. now create some spheres in these places. think that the spheres will be what player will hit so he pulls the door, so its ok to have them bigger than the door:

user posted image

remember to keep the boxes as boxes, and the spheres as spheres. Don't convert them to editable polies/meshes or you will have to do some fixes in COL editor.

Now select the box and the spheres, open Kam's COL IO and export your COL. You could select a shadowmesh too, but don't add polies (as boxes and spheres are the only 'dynamic' collisions (as far as i know monocle.gif )

you're finished with COL now. The only remaining thing is a entry in your object.dat

Open your object.dat, now search for 'interior door' you should see some entries, that starts with Gen_doorEXT10

Copy one of those, rename it to have the same name of your DFF.

Example:

CODE
JVMETALDOOR,  5.0,  5.0  0.98,  0.1,  50.0,  0.0,   1.0, 0, 6, 1,  0, 0, 0.0, 0.0, 0.0,  none


And finished. your door should be working ingame. You don't need any special flag in the IDE/IPL for it.

Any questions you have, something that I didn't explain correctly... tell me.


Arvis
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#2

Posted 28 May 2008 - 01:54 PM

Wow, thanks, i thought that this could be done with SCM scripts. smile.gif

ParoXum
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#3

Posted 28 May 2008 - 02:47 PM

Awesome. JostVice is teh modding kid.

Now that's resident evil mods that are going to be happy with doors everywhere. cool.gif

atfburner
  • atfburner

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#4

Posted 29 May 2008 - 02:11 AM

great tutorial this seams so simple anyone could do it
GJ

coin-god
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#5

Posted 01 June 2008 - 02:20 AM

QUOTE (ParoXum @ May 28 2008, 11:47)
Awesome. JostVice is teh modding kid.

Now that's resident evil mods that are going to be happy with doors everywhere. cool.gif

You are so rigth.


Thanks a lot Jost wink.gif

ATHMystikal
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#6

Posted 01 June 2008 - 03:15 AM

EXELLENT!!!

I never thought it would be so easy smile.gif !

JOST VICE u're the man!

Surigangsta
  • Surigangsta

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#7

Posted 27 September 2008 - 03:10 PM

HElp? biggrin.gif I am Able to make the doors go rotate so ive tried making a swing instead of a door.
the swing is able to rotate but hes rotating the same as the doors. How can i change the way of rotating. sarcasm.gif
So I Mean Instead of the :Z: as, Let it rotate on the :Y: as






GonXa
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#8

Posted 13 January 2010 - 01:32 PM

Awsome Jost_Vice very good, thanks wink.gif

kal-el5676
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#9

Posted 30 April 2010 - 08:40 PM

Question: Does this only work on interior models? If my map object is outside, and you enter it's interior, (not a true interior) Does it work? Also, these doors are their own objects placed individually?

coin-god
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#10

Posted 02 May 2010 - 03:01 AM

QUOTE (kal-el5676 @ Apr 30 2010, 17:40)
Question: Does this only work on interior models? If my map object is outside, and you enter it's interior, (not a true interior) Does it work? Also, these doors are their own objects placed individually?

It works anywhere.

And I dont know what you mean in the second question.

kal-el5676
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#11

Posted 11 May 2010 - 06:02 PM

I mean, are they part of a map model, or their own independent map model?

Udra
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#12

Posted 27 May 2010 - 03:47 PM

wonderful :] Jost_Vice thank you




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