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Making rotating doors


JostVice
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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:

 

 

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.

 

 

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Awesome. JostVice is teh modding kid.

 

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

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great tutorial this seams so simple anyone could do it

GJ

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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

Yl8KS.jpg
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ATHMystikal

EXELLENT!!!

 

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

 

JOST VICE u're the man!

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  • 3 months later...

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

 

 

 

 

 

 

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  • 1 year later...
  • 3 months later...

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?

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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.

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  • 2 weeks later...
kal-el5676

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

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  • 3 weeks later...

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