UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Radiant Prefabs => Topic started by: UserBob on February 27, 2015, 07:15:47 pm

Title: Vault door
Post by: UserBob on February 27, 2015, 07:15:47 pm
I made this door along with some other things for my map. Considering I got alot of good feedback and it took me a long time I decided to release it for others to use.

[WARNING] This prefab uses about 450 brushes, if you're near the brush limit don't download this. Make one in Maya!

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSDxi28J.jpg&hash=c6ffb8fc170f8ee737049fac04fb63d6601954a2)

If you use this in your map please credit me for it
Title: Re: Vault door
Post by: eithan on February 28, 2015, 06:26:35 am
umm with this user i sownloaded it and when i install it and use it in my map it has the aa_defoult in some places can u please say how to fix it and btw it is a good peice of work
Title: Re: Vault door
Post by: MrDunlop4 on February 28, 2015, 06:51:23 am
Nice looks good Bob

thanks for sharing

MrDunlop4
Title: Re: Vault door
Post by: UserBob on February 28, 2015, 07:24:06 pm
umm with this user i sownloaded it and when i install it and use it in my map it has the aa_defoult in some places can u please say how to fix it and btw it is a good peice of work
That's my bad actually, I think I used some custom textures on the door. Could you post a pic of what parts have missing textures? I'll re-upload it
Title: Re: Vault door
Post by: Andy Whelan on April 16, 2015, 11:17:39 am
Cheers. I was looking for something like this in other cods (everyone but BO2, I don't own it on pc :( )
Title: Re: Vault door
Post by: MakeCents on April 16, 2015, 01:43:31 pm
That's a nice looking door man. You should turn it into four separate models and make it work! Have one for the spinning handle, one for the bars, one for the door, and one for the frame with the hinges and locks. Maybe five if you want the handle to open it to turn then too. I don't know how to make it a model, but I hear you can make it a .ma file from radiant and then make the model in maya. I mean you could make it work like it is, but that is a lot of script_brushmodels then.
Title: Re: Vault door
Post by: UserBob on April 16, 2015, 04:38:41 pm
That's a nice looking door man. You should turn it into four separate models and make it work! Have one for the spinning handle, one for the bars, one for the door, and one for the frame with the hinges and locks. Maybe five if you want the handle to open it to turn then too. I don't know how to make it a model, but I hear you can make it a .ma file from radiant and then make the model in maya. I mean you could make it work like it is, but that is a lot of script_brushmodels then.
Thanks dude! I was planning on making it a model and animating it but I have no idea how to animate. If anyone knows how to animate and you'd like to help I'd love that  ;D
Title: Re: Vault door
Post by: MakeCents on April 16, 2015, 05:31:25 pm
Thanks dude! I was planning on making it a model and animating it but I have no idea how to animate. If anyone knows how to animate and you'd like to help I'd love that  ;D

Well when you make them models, if you can, make is to you can use rotatepitch, so they rotate in the right directions and that script would be easy. For example, the power leaver for the traps aways roates 180 from base with rotatepitch (http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Motion::RotatePitch) No matter how you orient it in game. (If I remember correctly)

Simply waittill trigger, then rotatepitch the spinning handle, wait, rotatepitch the handle (if done), wait, rotate pitch the door, connectpaths, make door nosolid. Playing sound during each rotate and when door opens would be cool too.
Title: Re: Vault door
Post by: UserBob on April 17, 2015, 04:51:53 pm
Well when you make them models, if you can, make is to you can use rotatepitch, so they rotate in the right directions and that script would be easy. For example, the power leaver for the traps aways roates 180 from base with rotatepitch (http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Motion::RotatePitch) No matter how you orient it in game. (If I remember correctly)

Simply waittill trigger, then rotatepitch the spinning handle, wait, rotatepitch the handle (if done), wait, rotate pitch the door, connectpaths, make door nosolid. Playing sound during each rotate and when door opens would be cool too.
I was originally thinking of doing something like that but someone told me it would be easier and use less space just to put it in maya and create an anim
Title: Re: Vault door
Post by: MakeCents on April 17, 2015, 09:56:54 pm
I was originally thinking of doing something like that but someone told me it would be easier and use less space just to put it in maya and create an anim

Oh yeah, if you can do that, great.
Title: Re: Vault door
Post by: yoman321 on January 24, 2016, 11:56:32 pm
Is it openable?
Title: Re: Vault door
Post by: RadimaX on January 25, 2016, 12:18:48 am
i have seen entire maps that uses less then 450 textures, hevent downloaded this door yet but only curious how its even POSSIBLE to use that many textures for a door? is every bolt using a different texture?
Title: Re: Vault door
Post by: MakeCents on January 25, 2016, 12:24:44 am
i have seen entire maps that uses less then 450 textures, hevent downloaded this door yet but only curious how its even POSSIBLE to use that many textures for a door? is every bolt using a different texture?

Think he said 450 brushes, not textures. Would assume it's 5 or so textures. 450 brushes prob cause of bolts, and curves.
Title: Re: Vault door
Post by: RadimaX on January 25, 2016, 02:37:26 am
yeah that would propably make more sence :P
Title: Re: Vault door
Post by: UserBob on January 25, 2016, 04:23:01 am
yeah that would propably make more sence :P
Cents is right, it just uses a bunch of brushes :)