Two Simple Questions

Discussion in 'Mapping Questions & Discussion' started by ParanoidDrone, Apr 4, 2009.

  1. ParanoidDrone

    ParanoidDrone L3: Member

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    These are really simple and I'll probably kick myself once they're answered. >_<

    First, how do you go about making the doors found in cp_well animate properly? By which I mean, how do I make the door slide along the frame (and curve in the process), as opposed to simply sliding straight up into the wall? I've looked at the decompiled Well and couldn't find anything really helpful, so hopefully someone here can help me out.

    Second, I understand that overlays can be scaled to enlarge/shrink them as you wish. When I try to do this, it stays the same size and merely adds some ugly looking bars that extend to the new boundaries of the overlay. Needless to say, I'm probably doing something wrong, but I have no idea what.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    1: it needs to be a prop_dynamic and you send it animation inputs. (look at the tabs in the model browser for names of the animations.

    2: turn on texture lock. The "tl" button on the top bar.
     
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  3. ParanoidDrone

    ParanoidDrone L3: Member

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    Overlays work beautifully now, thanks.

    On the door, it was already a prop_dynamic, so check. I added two outputs to the func_door, OnOpen and OnClose, which target the door model via input SetAnimation with a parameter override of "open" and "close." Now it curves as it moves into the wall. It looks quite amusing, actually, but I still need to force it to stay in place while it curves. The trigger_multiple that tells the func_door to open/close has the standard OnEndTouchAll, etc., if that would affect anything.

    *is still n00b when it comes to entity manipulation*
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Firstly, the trigger_multiple itself should fire the animation inputs. Second, I'm guessing you still have the prop parented to the door? It shouldn't be.
     
  5. ParanoidDrone

    ParanoidDrone L3: Member

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    That did it. Thanks.