Glass Doors Testing

Counter-Strike CS
Glass Doors Testing by MMProductions
Posted 4 years ago2014-11-16 20:05:26 UTC • Problems • Counter-Strike
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Name
Glass Doors Testing
By
MMProductions MMProductions
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Created
4 years ago2014-11-16 20:05:26 UTC
Updated
4 years ago2014-11-16 20:05:26 UTC
Views
1033
Downloads
206
Comments
14
Download (Hosted Externally)

My first test map posted here for Counter-Strike.

I'm developing my debut Counter-Strike/Valve maps on Valve Hammer Editor 3.5, but I found an curious bug on one of them.

I'm currently testing an example of two sliding doors with dark glass windows. One of them opens only with a button, while the other one not.

When both of them close, their glass windows doesn't be aligned correctly.

Apart from this weird bug, the map was compiled and it worked correctly without any flaws. So, here it is. Feel free to download and test it :P

14 Comments

Commented 4 years ago2014-11-16 22:44:17 UTC Comment #20735
I've always set up my glass doors with a trigger multiple and a multimanager, I think. I'mma have a look at this when I don't have an exam I have to get to.
Commented 4 years ago2014-11-16 22:56:52 UTC Comment #20736
Hum, right, Jessie. Thanks for commenting here :P

I've used trigger_multiple on my glass doors too and they worked correctly, as I said above.

The only thing I should fix is this annoying glass bug on the door. Apart from that, this map is working flawlessly.

It's because I'm developing my debut Counter-Strike maps. I'll just do 5 maps, for the time being, due to my personal life issues and lack of time.

By the way, I'm planning around 30 maps, for Half-Life, Counter-Strike, GoldSrc engine and the Source engine.

Anyway, thanks for commenting here ;)
Commented 4 years ago2014-11-16 23:07:30 UTC Comment #20737
If what you were saying is the transparent glass window doesn't close at the same time as the other door, try attaching invisible clip brushes to the transparent door(so it's the same width as the actual door), and they will slide at exactly the same time.

If you're saiying you don't want that edge sticking out of the door jamb, try adding negative Lip, e.g., a value of -5.

Anyhow, Welcome to TWHL! =P
Commented 4 years ago2014-11-17 00:40:13 UTC Comment #20738
Thanks, C. Terror :P

The problem is: what entity I'll give to the "clip" blocks (brushes)?
Commented 4 years ago2014-11-17 01:09:34 UTC Comment #20739
Make them part of the window, i.e. select the CLIP(s) and func_door, Ctrl+t to attach them.

BTW use may want to use NULL instead of CLIP, else you may get a compile error; VHLT33 will allow you to use CLIP brushes as part of entities, ZHLT3.4 will not, so use CLIP with VHLT, and NODRAW with ZHLT ;)
Commented 4 years ago2014-11-17 08:12:43 UTC Comment #20740
I'm not seeing the problem, and the values look fine. Did you already fix it?
Commented 4 years ago2014-11-17 15:23:59 UTC Comment #20741
You might try adjusting the LIP setting to make up for the gap between the glass and the frame
Commented 4 years ago2014-11-17 17:41:21 UTC Comment #20742
Thanks for replying here :P

I already fixed it, but the problem remains there :(
Commented 4 years ago2014-11-18 08:43:47 UTC Comment #20743
I'm not on my computer at the moment, so I can only guess what exactly the problem is from the comments, but it sounds like you have the window brush and the door brush at different widths. The way that the game engine figures out how far each door is supposed to travel is based on how wide the brush is. So for the window to line up with the door whether it's open or closed, you have to make the window entity the same width as the door entity. Since doing so by just making the brush wider could lead to ugly texture problems at the door edges, the way Captain Terror suggested is to extend the width with clip brushes, like in the picture.
User posted image
The clip brushes should be tied to the same entity as the window brush, so in total you would still only have two door entities. This can be done by creating the clip brushes, selecting them and the glass, and clicking 'Tie to Entity'. This will open a little window saying that one of them is already tied to an entity, and do you want to just add the selection to it. Click yes, then it should work fine.
Commented 4 years ago2014-11-18 10:07:19 UTC Comment #20744
"I already fixed it, but the problem remains there"
I suppose your dream smash as well.

Anyway, seemed to be fine on my end.
Commented 4 years ago2014-11-18 17:43:08 UTC Comment #20745
Thanks for replying here, folks! You're helping me a lot! :P

TJB, I'll try to put clip brushes on my glass doors, and I'll see if they work correctly.

By the way, what's the entity name I'll give to clip brushes?
Commented 4 years ago2014-11-19 00:45:40 UTC Comment #20746
The glass and the clip would be the same entity, methinks.
Commented 4 years ago2014-11-19 07:35:21 UTC Comment #20747
^
Commented 3 years ago2014-11-20 18:16:37 UTC Comment #20752
^^

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