RTCW Editing Tutorial 1 - A basic opening door - by Bushboy 4th Jan 2002 - Ver.1

Ok, this has to be the simplest tutorial ever - creating a func_rotating_door in the standard
RTCW 'open both ways' style. (Hand icon appears etc.)

Requirements for this tutorial :-

A working copy of GTKradiant in your wolfenstein folder
The Wolfcompile tools (un-official release)
Basic editing knowledge.

Entities used :-

1 x func_door_rotating (complete with origin brush)
2 x trigger_aidoor
2 x ai_marker

Firstly, create your door brush.

Now, on the edge you want it to rotate on (i.e. hinges) create an origin brush.
The origin brush can be placed anywhere on the vertical axis of the door, but make sure
it more or less overlaps at the center of the edge of your door.
(an origin brush is a small square brush textured with the common/origin texture.)

Note:- it seems that in RTCW, the textures on the func_door_rotating entities tile from the
center of the origin brush.

Select the door brush and the origin brush.

Bring up your entity menu and select 'func_door_rotating' Give the door a target name :- i.e. targetname t1

Now create two brushes on either side of the door at more or less door height and texture
them with common/trigger.

These brushes can be any size you want I guess, but basically the 'hand' icon indicating you can
open a door appears within the bounds of these brushes, so place them close to the door with
about enough depth to be realistic from an 'open the door' aspect.

Make both of these brushes into trigger_aidoor entities.
Target both of them to your func_door_rotating entity :-

i.e. target t1

Give each of them a different targetname - i.e. t2 and t3

Now place an ai_marker entity on either side of each of
the trigger_aidoor entities (as indicated in figure 1) and
target them to thier repspective trigger_aidoor entities.

That's it !

Download the .map and .bsp example file


Figure 1 - Top view

Further information :-

If you decompile an RTCW map, you'll notice that on many doors there
are two ai_marker entities linked to the trigger_aidoor entities on either side
of the door. Whether two for each side are required, I'm not sure, but it works
fine with one per side.

Without the ai_marker entities it appears that the door will only open in one
direction.

Any info on this would be appreciated - contact me at bushboy@ritualistic.com