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using models as doors
Posted: Thu Aug 03, 2006 12:14
by Cyrez
has anyone afectivly managed to use an animated model as a door?
i have tried several different ways but still no luck, though my decorate skills are very limited, lol
Posted: Thu Aug 03, 2006 23:17
by chaoscentral
well, you can make an activatable actor, have it play the animation of the door opening, and set it to not blocking about half way through the nimation, but you'll also have to keep in mind, the door must go all the way back against the wall so the player doesnt notice they can walk right through it. Thats about the only way I can think of doing it
Posted: Fri Aug 04, 2006 1:55
by Cyrez
agreed, i have made a model with the full opening and closing animations and yes the doors do go all the way to the wall, however as i said, i'm just awefull at decorate. here is my latest atempt.
decorate
Code: Select all
actor DOOR1 : SwitchableDecoration 20242
{
height 64
radius 64
+SOLID
states
{
Spawn:
Inactive:
NULA A 0
loop
Active:
NULB ABCDEFGHIJKLMNO 1
NULB P 105 A_NoBlocking
NULC ABCDEFGHIJKLMN 1
goto Inactive
}
}
modeldef
Code: Select all
Model door1
{
Path "Models\door1"
Model 0 "door1.md3"
Skin 0 "door1.png"
//DOOR IDEL
Frameindex NULA A 0 0 // The sprite lump, sprite frame, model index, name of frame
//DOOR OPEN
Frameindex NULB A 0 1
Frameindex NULB B 0 2
Frameindex NULB C 0 3
Frameindex NULB D 0 4
Frameindex NULB E 0 5
Frameindex NULB F 0 6
Frameindex NULB G 0 7
Frameindex NULB H 0 8
Frameindex NULB I 0 9
Frameindex NULB J 0 10
Frameindex NULB K 0 11
Frameindex NULB L 0 12
Frameindex NULB M 0 13
Frameindex NULB N 0 14
Frameindex NULB O 0 15
Frameindex NULB P 0 16
//DOOR CLOSE
Frameindex NULC A 0 17
Frameindex NULC B 0 18
Frameindex NULC C 0 19
Frameindex NULC D 0 20
Frameindex NULC E 0 21
Frameindex NULC F 0 22
Frameindex NULC G 0 23
Frameindex NULC H 0 24
Frameindex NULC I 0 25
Frameindex NULC J 0 26
Frameindex NULC K 0 27
Frameindex NULC L 0 28
Frameindex NULC M 0 29
Frameindex NULC N 0 30
Frameindex NULC O 0 31
}
if i did somthing dumb here i'm not suprised, lol
Posted: Fri Aug 04, 2006 3:39
by chaoscentral
well what happens... Also, you might wanna change the
to
because the way that is now, it wont show up, and could possibly give errors
also could you do me a favor and post the model with the decorate and modeldef, so I can mess around with it

please!!!
Posted: Fri Aug 04, 2006 10:00
by Cutmanmike
I have an idea how to do this without even any animations if I had a door model.
Posted: Fri Aug 04, 2006 12:46
by Cyrez
chaoscentral wrote:well what happens... Also, you might wanna change the
to
because the way that is now, it wont show up, and could possibly give errors
also could you do me a favor and post the model with the decorate and modeldef, so I can mess around with it

please!!!
what happens you say, don't no, with the above stated code and the model file i have successfuly managed to lock gzdoom just before the internal node build, lol
anyway here is the model and files in a zip.
http://csiprojects.com/files/door1.zip
@Cutmanmike what type of a door do you want?
Posted: Fri Aug 04, 2006 16:18
by Nash
NULA A 0
This is a valid model index number (model index can be any number from 0 to 3) and does not cause any problems.
Posted: Sat Aug 05, 2006 1:03
by chaoscentral
not in the modeldef, the decorate
Ok, i figured out what was wrong, you need to use Thing_Activate to activate the door.
Here, I made a test map to show this, the door works perfectly
http://www.box.net/public/ek1fm654a7
Posted: Sat Aug 05, 2006 5:22
by Cyrez
lol, now i do feel stupid, thanks alot for the help on this chaoscentral

Posted: Sat Aug 05, 2006 6:09
by chaoscentral
no problem, it took me a while to figure that out...
Posted: Sat Aug 05, 2006 10:38
by Nash
Oh, you were talking about the DECORATE. Should have read more closely. Silly me!