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atdm:mover_door atdm:mover_door_handle problems


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I don't understand this at all. The problem is my brush which has the entity atdm:mover_door keeps reshaping itself after I tries to add detail geometry to it after compiling.

 

Here's what I did, I think it is likely to be repeatable:

 

1) create a brush give it the atdm:mover_door property, compile the map and go. It should work fine.

 

2) Try cliping the edges of the opening side of the door so they are beveled. The door should turn into some kind of triangle or weird shape upon compiling but still rotate around the same axis. In my case the door was a weird wedge like protrusion but still managed to block VIS.

 

3) Try manipulating the vertexes of the door and you will notice similar consequences.

 

Another problem with creating entities from brushes:

 

I tried to add a door knob which was a simple brush to the door. When I textured the door knob and everything the only way the textures would stay on it after I gave it the entity properties of atdm:mover_door_handle was if I disabled texture lock, otherwise the textures re-arrange themselves.

 

Also, how come with the atdm:mover_door often times a square black box [which I think represents the origin] is visible in-game. And is there a better way to move the origin rather than constantly re-shaping the brush?

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Ah, the func_static stuff strikes again. I'll have to spend a little time with this, I reckon...

 

Regarding the entities appearing as black box: did you recompile your map after placing your entities?

 

I'll look into the other issues, but don't hold your breath. :)

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Ah, ok, there have been several major changes regarding the func_static handling so I guess these issues are partly resolved - a few are still remaining, so maybe we can revisit this after the next release?

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jdude : The black box may well be the visportals. Read my updated tutorial on the wiki HERE but especially the section "Windows, Doors with windows, bars, etc." and the section just before it... "Doors standing in front of but not within a doorway". Even if that's not your problem it's worth knowing.

 

greebo : How come I couldn't link direct to those sections? The link just reverted to the main page.

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The link is somewhat big, it should be like this:

 

http://www.thirdfilms.com/darkwiki/index.p...ithin_a_doorway

 

For each header, an automatically named anchor is created. This can be very practical (for example, the Thickness section could be easily linked by adding #Thickness to the link), but for the above subsection the link gets really long. You can also take the link from the table of contents the wiki is auto-creating.

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What I did was to click the link in the contents then copy the url from the address bar. I then pasted that into my post but when I previewed it the link went to the top of the tutorial. No matter, so long as it is do-able I'll know in the future.

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Did you check the Entity List (key: "L") whether there are any "hidden" entities in your map? There might be an unknown entity class at the door's origin, which is maybe not rendered by DarkRadiant. Not sure about this, it may be something else. Is the map in the Betamapper Repository?

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from my notes on doors:

 

I’ve had doors go invisible, but they are a black square in game mode.

Open “View” – “Entity List” (or hit L), find the bad entity (when you select it nothing will highlight in the map), then click somewhere on Dark Radiant to unfocus the Entity List window, then hit “Backspace” to delete it.

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