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InsideQC Forums • View topic - How to create rotating doors?

How to create rotating doors?

Discuss the construction of maps and the tools to create maps for 3D games.

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Postby LordHavoc » Wed Jan 13, 2010 11:18 pm

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Postby avirox » Wed Jan 13, 2010 11:23 pm

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Postby spinduluz » Thu Jan 14, 2010 5:00 pm

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Postby Junrall » Wed Apr 21, 2010 3:01 am

Good God! You shot my leg off!
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Postby goldenboy » Sun Apr 25, 2010 10:12 am

The defacto is still Hipnotic rotating entities (Scourge of Armagon).

It sucks, of course. Maybe it was an illusion to think that you could teach an old horse new tricks. There is not really a request from the mappers (there isn't even a "the mappers") for a hipnotic substitute. Quite the contrary - the popular mapper toolkit Quoth kinda cemented the status of the hipnotic way as the default.

I still wish I could have some qc code, general engine support, and map compiler support for "normal" (ie Half-Life etc) rotating brushes. I can't do that myself atm because I already hit my limit with the Remake Quake thing. My plate is more than full :-/

As with many problems, the root of it is that most people actually using rotating doors (ie mappers) don't see the problem with the existing solution; thus, there is no pressure to fix it. You know, "it has been like this for 12 years" and all that.

To put it bluntly, there is not enough innovation in Quake. It is incredibly limiting to have to do stuff the way it was done in 1997, yet most people think that's fine. Darkplaces is halfway innovative, but map compiler support for origin brushes is nonexistent, the most popular map compiler doesn't even support colored light FFS... most engines don't support CSQC even though example implementations exist... I think there are even some engines without support for colored light. There are several different ways to specify fog, to give another example. Creating assets is also unnecessarily hard. The technical side of Quake is largely a disaster, really, hence most mappers for example use the lowest common denominator.

13 years after Scourge of Armagon, its rotating doors are still the standard across Quake as a whole. Speaks volumes, doesn't it.
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Postby avirox » Sun Apr 25, 2010 1:39 pm

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Postby Urre » Mon Apr 26, 2010 7:46 am

I was once a Quake modder
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Postby ajay » Mon Apr 26, 2010 3:00 pm

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Postby Dr. Shadowborg » Mon Apr 26, 2010 3:18 pm

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Postby Sajt » Tue Apr 27, 2010 5:35 am

Back in ye old times, I planned for my medieval game to have doors made out of MDL *and* BSP components. The BSP would be invisible and handle the rotating collision. The MDL would be highly detailed, for example a wooden door made out of irregular planks with possibly some gaps in between, and with frames for different levels of splintery damage. (Yes, this game was going to be OpenGL-only, so no worry about texture warping in software engines.) I never got around to trying it in practice, but it sounds like it should work.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Urre » Tue Apr 27, 2010 8:39 am

I was once a Quake modder
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