Industrial Doors

Industrial Doors 2021-10-12

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
These are such an improvement over the flat texture doors that it kind of makes existing maps look like crap. But it bugs me that they weren't made to be a whole number of Hammer units in either dimension. I feel like they should be able to mount flush with a doorway that conforms to an 8x8 grid at least, the same way the texture ones do.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Also, you don't seem to have successfully updated the file either time, because not only did neither of your fixes take, the download is still listed as being from January 27 and still has that date code in the filename. Maybe the site was bugged when you tried?
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495

arctic dino

L1: Registered
Apr 7, 2022
6
0
There seems to be some kind of packing issue when I use these doors in my map because people are getting the black-and-purple checkerboard textures as seen circled in the screenshot on the right.

What makes this even more unusual is that the textures show up for me in the screenshot on the left.

The door in question is oil_door_001 with skin 0.
 

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Last edited:

obsidiian

L1: Registered
Jul 6, 2013
41
5
Sorry for the necro here but I'm having this same issue with packing the doors. All other materials and models packed successfully, even including some of the other doors from this asset pack. However, I am having problems with specifically oil_door_001d.

I've tried packing the entire "materials/models/props_oil/doors" folder manually via VIDE after using CompilePal for the rest, but have had no success. I also tried packing all of the other oil_door_001 variants thinking it may have something to do with that, and the result was the same.

What do I need to add to CompilePal to get it to pack the correct textures?