Well, they still need textures and UV mapping to be complete, and animation is a possibility for the fan, so it could still be a while before they're ready for in-game use.
its true, its pointless doing door models. collision detection with map models in HL is rudimentary at best, and definately not good enough to be usable as doors.
That's why people use invisible brushes that still provide clipping. It'll look like the model is blocking you, but you won't get stuck on it or go through it.
cool just 1 more thing to download on top of the map and the stupid ut m-m-m--m-m-monster kill crap <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-CoolCookieCooks+Jul 7 2005, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Jul 7 2005, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well you can use them for doors that wont open, but it cant be used for moving doors. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> thats why the statement "its pointless doing door models" is rather nonsense.
because it would mean ANY model placed within a map would be pointless regarding to the clipping arguement. a door model can be placed just for ambience, thats right. but atmosphere is something very rare in custom maps.
edit: just remembered about it might possible to have a working door model anyway. all you need are a door model with 3 animations: idle, open and close. you place your model with cycler in the map, thats what the visual door will be. then you place a unvisible func_door at the same place with same dimensions (roughly), thats the working door. if you trigger the door to open, you also trigger the cycler to play the next animation within the model. only problem would be to match the speeds of both, although a slight delay in the model wouldnt be too bad.
just give me the model and you will get a door <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Comments
thats why the statement "its pointless doing door models" is rather nonsense.
because it would mean ANY model placed within a map would be pointless regarding to the clipping arguement.
a door model can be placed just for ambience, thats right. but atmosphere is something very rare in custom maps.
edit:
just remembered about it might possible to have a working door model anyway. all you need are a door model with 3 animations: idle, open and close. you place your model with cycler in the map, thats what the visual door will be. then you place a unvisible func_door at the same place with same dimensions (roughly), thats the working door. if you trigger the door to open, you also trigger the cycler to play the next animation within the model. only problem would be to match the speeds of both, although a slight delay in the model wouldnt be too bad.
just give me the model and you will get a door <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->