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Stupid doors

EFMods Forum Archive - Mapping Help
Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 12:58 am, 22nd October 2002
Problem #1
I tried making doors on the 10to5 map, but when I apply the door texture it's WAY out of proportion, so I copied some doors from the deck4 map and pasted them in. Now, the texture has gone funny. Hard to explain what it looks like, and I don't feel like taking a screenshot, but on each door, one of them is backwards, and I have no idea how to flip the texture. On the doors to the bridge and ready room, not only are some of them backwards, but all of them are vertically offset. I've tried using surface inspector on them, but as soon as I change something the texture goes way out of proportion and I have to start all over again.

Problem #2
The doors are opening too soon when I am standing far away. Walking around in engineering I get a headache with all the doors opening and closing at the same time.

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sporto78
Captain

Posts: 1365
Join Date: 19-04-2002
Posted at 1:17 am, 22nd October 2002
Ahh, the joys of mapping. Now I remember why I stopped. Na na!

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Chief Engineer
U.S.S. Serenity


Life is good.
WadeV
Cadet 1st Year

Posts: 9
Join Date: 14-09-2002
Posted at 2:18 am, 22nd October 2002
When you apply a texture it is nearly always gonna be out of proportion.....you have to press S and scale it to fit. To flip a texture horizontally, you enter a negative value in the horizontal stretch box.

So to flip a texture scaled to 0.5 horizontal, type in -0.5

For #2, customise the doors to include a trigger_multiple targeted at the doors, that way u can specify (just by dragging out the trigger_multiple) where walking will trigger the doors.
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Dogbert
Commander

Posts: 763
Join Date: 10-05-2002
Posted at 3:45 am, 22nd October 2002
I would like to put in my suggestion of a 10to5 section in the forums but am not sure if that is a good idea.

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Simmo666
Rear Admiral

Posts: 4620
Join Date: 12-01-2002
Posted at 12:35 pm, 22nd October 2002
Dogbert said:
I would like to put in my suggestion of a 10to5 section in the forums but am not sure if that is a good idea.


A 10to5 section. What exactly would be in there? All the info, this topic, thats it?

Rear Admiral Simmo666
Commanding Officer - Starbase 460
Member of the Year 2002
REMEMBER: Scooter crashed the SQL Server on 25th November 2002 - really? did he? i forgot that
Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 1:55 pm, 22nd October 2002
We don't need a 10to5 section.

EDIT: Alright, problem #1 is fixed. Don't have time to work on problem #2 right now, so here is a screenshot.



I'm starting to think the ceiling should be lower, and I'm still not happy with the lights.

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Simmo666
Rear Admiral

Posts: 4620
Join Date: 12-01-2002
Posted at 2:59 pm, 22nd October 2002
Ooh, nice, although I was wondering if the 10to5 would use doors that look different. I'd like to see what it would be like with unique ones.

But it looks really nice, cant wait to see it finished.

Rear Admiral Simmo666
Commanding Officer - Starbase 460
Member of the Year 2002
REMEMBER: Scooter crashed the SQL Server on 25th November 2002 - really? did he? i forgot that
Dobberman
Fleet Admiral

Posts: 1998
Join Date: 29-12-2001
Posted at 3:52 pm, 22nd October 2002
WadeV said:
For #2, customise the doors to include a trigger_multiple targeted at the doors, that way u can specify (just by dragging out the trigger_multiple) where walking will trigger the doors.


Also try checking trek_door first, that limits its range.
No matter what I choose, no matter how much I buy, the ones I love will always be the ones who pay. Whatever life holds in store for me, I will never forget these words, "with great parents comes great reliability." This is my gift; their purse. Who am I? I'm Dobberman.
Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 4:37 pm, 22nd October 2002
That Trek_Door checkbox did the trick. Here's the latest version of the 10to5 map.
http://www.vmb-ca.com/efmods/10to5.pk3

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Dobberman
Fleet Admiral

Posts: 1998
Join Date: 29-12-2001
Posted at 4:42 pm, 22nd October 2002
Gr8!
No matter what I choose, no matter how much I buy, the ones I love will always be the ones who pay. Whatever life holds in store for me, I will never forget these words, "with great parents comes great reliability." This is my gift; their purse. Who am I? I'm Dobberman.
Commander luke
Commander

Posts: 612
Join Date: 23-06-2002
Posted at 5:11 pm, 22nd October 2002
Plays great. For an alpha at least.
Damn, lost 400 posts...
sporto78
Captain

Posts: 1365
Join Date: 19-04-2002
Posted at 6:15 pm, 22nd October 2002
Just keeps getting better. Wink

Though I don't think you should lower the ceiling. It is engineering after all, which is always a big room.

Commander Sporto78
Chief Engineer
U.S.S. Serenity


Life is good.
Simmo666
Rear Admiral

Posts: 4620
Join Date: 12-01-2002
Posted at 6:25 pm, 22nd October 2002
Really cool! Well done. Your really getting good at this.

Rear Admiral Simmo666
Commanding Officer - Starbase 460
Member of the Year 2002
REMEMBER: Scooter crashed the SQL Server on 25th November 2002 - really? did he? i forgot that
Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 6:25 pm, 22nd October 2002
True, but crew quarters ceiling should probably be lowered.

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Simmo666
Rear Admiral

Posts: 4620
Join Date: 12-01-2002
Posted at 6:27 pm, 22nd October 2002
Probably. I think those roofs are only that high because you didnt do the texture shrinking think Huh?.

Rear Admiral Simmo666
Commanding Officer - Starbase 460
Member of the Year 2002
REMEMBER: Scooter crashed the SQL Server on 25th November 2002 - really? did he? i forgot that
Dogbert
Commander

Posts: 763
Join Date: 10-05-2002
Posted at 1:02 am, 23rd October 2002
Alright, I think the ceiling just slighty could come down, and the doors i think should be slighty bigger...

...in width

(<----->Wink

...and in height

(^)
(||)
(||)
(||)
(||)
(||)
(\/)

Navigator - USS Serenity



Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 1:04 am, 23rd October 2002
The doors are exactly the same size as the ones in Virtual Voyager. Na na!

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Manhunter
Commander

Posts: 625
Join Date: 29-05-2002
Posted at 1:32 am, 23rd October 2002
They seem alot smaller I suggest you take an extra look at it. Wink


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Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 1:33 am, 23rd October 2002
Dude, I copy-pasted them directly from Raven's maps. I know 100% for certain that they are the proper size.

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Dogbert
Commander

Posts: 763
Join Date: 10-05-2002
Posted at 1:34 am, 23rd October 2002
Well then you know that all you have to do is lower the ceiling!

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Simmo666
Rear Admiral

Posts: 4620
Join Date: 12-01-2002
Posted at 12:02 pm, 23rd October 2002
Dogbert said:
Alright, I think the ceiling just slighty could come down, and the doors i think should be slighty bigger...

...in width

(<----->Wink

...and in height

(^)
(||)
(||)
(||)
(||)
(||)
(\/)


I think we know which ways width and height go What ever!

Rear Admiral Simmo666
Commanding Officer - Starbase 460
Member of the Year 2002
REMEMBER: Scooter crashed the SQL Server on 25th November 2002 - really? did he? i forgot that
carlos_technology
Commodore

Posts: 2443
Join Date: 14-04-2002
Posted at 1:31 pm, 23rd October 2002
good job with the doors

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Dobberman
Fleet Admiral

Posts: 1998
Join Date: 29-12-2001
Posted at 6:54 pm, 23rd October 2002
probably the shape of the rooms makes the doors look disproportionate
No matter what I choose, no matter how much I buy, the ones I love will always be the ones who pay. Whatever life holds in store for me, I will never forget these words, "with great parents comes great reliability." This is my gift; their purse. Who am I? I'm Dobberman.
Scooter
Morale Officer

Posts: 2898
Join Date: 08-05-2002
Posted at 4:02 am, 24th October 2002
Ceilings have been lowered, and a few textures have been readjusted. Lighting is still crap, but here's the latest version.
http://www.vmb-ca.com/efmods/10to5.pk3

Captain of the USS Serenity