Tutorial on how to make interrogation door from HL2?

Any aspects of level design for the Source engine.

Tutorial on how to make interrogation door from HL2?

Postby v0rt3x on Mon Nov 11, 2013 11:30 am

Hi,

does anyone know of a tutorial on the web on how to make that interrogation door that you see at the beginning of HL2 - where the combine approaches the door and slides the view slot shut?

Thanks in advance!
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Re: Tutorial on how to make interrogation door from HL2?

Postby Armageddon on Mon Nov 11, 2013 11:54 am

d1_transtation01_sdk.vmf is a default map installed with hammer. It's all in there.
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Re: Tutorial on how to make interrogation door from HL2?

Postby v0rt3x on Mon Nov 11, 2013 12:07 pm

Yea I'm aware of that but I don't simply want to copy / paste. I'd like to understand the mechanics of it - without having to wage through entities that have absolutely nothing to do with it - such as the choreographic entities and such.
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Re: Tutorial on how to make interrogation door from HL2?

Postby LordDz on Mon Nov 11, 2013 12:36 pm

Then look at the map, see how it's made and do it yourself and add your own changes.
Decompiling or looking at the sdk maps isn't bad, I've learned a lot that way.
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Re: Tutorial on how to make interrogation door from HL2?

Postby kraid on Tue Nov 12, 2013 4:04 am

Possibility 1: the door and view slot shut are two seperate models (or func_ brushes).
One is parented (or tied) to a func_door the other one to a func_door_rotate, while the func_door is parented to the func_door_rotate, in order to move with it when it's opened.
The rest is just a matter of triggering the door stats with the right timing.

Possibility 2: the door is an animated model with the view slot shut beeing animated while the whole door is parented to a func_door_rotate. I doubt that they used this method, because it's less flexible then #1.
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Re: Tutorial on how to make interrogation door from HL2?

Postby v0rt3x on Thu Nov 14, 2013 1:06 am

Thanks :)
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