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BASEDOOR.TXT
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1996-09-27
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The Military Base Door by Ryan "Diragor" Eibling
The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
TEXTURES:
EDOOR01_1 for door surface, DOOR02_1 for interlocking faces.
ENTITIES:
func_door
WHAT TO DO:
Note: I have included the brushes in the MAP file outside valid player space.
You need a 3D texture-view to do this quickly. (BSP is one such editor.)
Make a square brush 128 x 128 units, 32 to 36 units thick. Texture it
precisely with EDOOR01_1. Copy this brush twice, ensuring that the 1st
is exactly where the original is. Move the other copy to a safe place
for later. Elongate the 1st copy vertically at both the top and bottom
ends. Rotate it by 28 degrees and move it laterally so that it makes a
clean cut along the diagonal line of the EDOOR01_1 texture. Subtract so
that the half with the middle stub is not erased. To remove the middle
stub, copy this half door and shrink the copy vertically so that it fits
into the stub section. (You will have to rotate this shrunken copy a few
times to get it in place.) Subtract the stub, discard the subtracting
brush. Now get that second copy of the square brush and put it back where
the original square brush used to be. Select the brushes that make up the
half-door and subtract. The second square brush has now been cut up into
the other half of the door. Select all the brushes of one half and
designate it a func_door all in one shot. Do the same for the other
half's brushes.
OPTIONS:
speed should be set to 300, sounds should be set to 2.