These Doors

Investigators examining the wreckage of a helicopter…

No, but really. Lately, I’ve been getting into mapping in Hammer, and I’ve hit a few obstacles. Mostly that FRIGGIN VERTEX ERROR JDGJSGJDESGS but also… doors.

See, I have no idea how big they’re supposed to be. What’s the texture resize scale I should use? I could use generic/door_locked as a guide, but that doesn’t seem right.

How tall and wide are they in Hammer units? Are they of varying sizes? What do I do about that trim? This would be a lot easier if I had access to the BMS .vmf files.

So that is my plight. I cannot into door, halp pls. Also, how do I make a decent-looking rounded outer corner without the vertex editor eating itself?

According to hammer, these types of doors are 56 units wide and 108 units high. I’m assuming that, like most textures in BM, the doors use a texture scale of .25, and if they don’t then they aren’t far off.

If you’re looking to make an openable door, then the doors are also 4 units thick, and I believe you will be able to get away with texturing the side of the door with the door texture, rotated 90 degrees. Use whatever combination of func_brushes and func_doors you need to achieve what you want.

Thanks! However, take a look. I built an object according to your specs, then applied the texture and…

https://prntscr.com/3h586l

Using fit under justify on the face edit menuwill fix that.

Thanks, that worked!

Does anyone know what the texture is on that trim around the door?

It varies from area to area, but in your screenshot it’s the bottom of one of the lab\lab_metalwall set.

Are you sure? I can’t find it on any of the three textures. Here’s Crafty Object Viewer’s perspective:

https://prntscr.com/3hdc5b

Yes, I’m sure. It is the very bottom of the lab_metalwall02 set. These guys used their textures nicely.

Oh, that one. Thanks!

You just need to practice, really. Find out what techniques work for you, and familiarize yourself with the rules of valid and invalid solid geometry. Vertex manipulation can be a pain.

I usually create a cylinder brush or two as a base guideline and then clip+vertex edit a number of rectangular/triangular solids to fit, depending on what shape I need, then scale the setup to size if it’s too big or small.

^That. Triangles are you friend.

Sorry to bump my own thread, but I have another persistent problem and starting a new thread seems a bit wasteful. None of the computer monitors show up in-game. All of the other computer parts do - tower, mouse, keyboard - but not the monitors. I’ve had them set as physics, static, and dynamic, and nothing works. It might have something to do with animation - the QE wall monitors don’t show up either.

That’s weird. Try one of the prop_x_override entities?
Also check that it’s not stuck in the world or another prop entity.

Prop_physics_override worked. Thanks!

I don’t see why they need to be override props. That’s odd… :confused:

I actually had an issue like that with one of the crate models. I’m still not sure why it happened, but it did happen once and never again.

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