Multiple-floor elevator

Half-Life 2: Episode 2 EP2
Multiple-floor elevator by Gone_Latin
Posted 15 years ago2009-09-19 17:26:29 UTC • Problems • Half-Life 2: Episode 2
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Name
Multiple-floor elevator
By
Gone_Latin Gone_Latin
Type
Map
Engine
Source
Game
Half-Life 2: Episode 2
Category
Problems
Included
BSP, RMF/VMF
Created
15 years ago2009-09-19 17:26:29 UTC
Updated
15 years ago2009-09-19 17:42:20 UTC
Views
2812
Downloads
637
Comments
1
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A testing rig for the elevators in my question at
http://www.twhl.co.za/forums.php?thread=16524

I've given up on trying to allow the elevator to visit multiple floors in any order, but I've noticed that the doors don't render correctly from the inside (see screenshots).

Does anyone know why this is? The second elevator further back in the room is just brushwork, so you can see how the doors would look on the inside.

Map is fullbright..

1 Comment

Commented 15 years ago2009-09-19 23:37:53 UTC Comment #17757
I looked at your map and I like your elevator design. I give you marks for it. I would recommend that you nodraw everything and start over with the textures. The transparent textures really need that nodraw where you aren't going to necessarily see it. The middle of your doors where the two pieces meet should be nodrawed. This is not going to help your problem but it will help it look better when it renders and be faster as well. I always start with a nodraw texture when I build anything from scratch.

The multiple floors question was already answered on another thread but is simple as pie and it doesn't matter if you want to use the func_train or the func_movelinear. it's setposition/? or onpass/stop.

I was going to modify your map for you but I wouldn't like that so I didn't. Better for you to learn on your own. That's why I don't use prefabs anymore--defeats the purpose of learning to do it for yourself.

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