Stick to the grid with door?
Quote from Marise on August 12, 2011, 11:53 pmSo, here is my little problem. I copied the basic door and the pieces of fitted wall around it from the zoo mechanics map. This works very well, except for one problem. The wall around the door on the back side isn't lining up with the grid. If I move the wall out or make it thicker, it covers the door in ugly ways. The front side of the door and accompanying piece of wall are lined up just fine.
Here is a picture showing what I mean...
As you can see, it's not lining up. I want to stick to the grid to avoid that strip of cut-off tiles under the door there.
I tried searching and couldn't find an answer. What do people do about this?
So, here is my little problem. I copied the basic door and the pieces of fitted wall around it from the zoo mechanics map. This works very well, except for one problem. The wall around the door on the back side isn't lining up with the grid. If I move the wall out or make it thicker, it covers the door in ugly ways. The front side of the door and accompanying piece of wall are lined up just fine.
Here is a picture showing what I mean...
As you can see, it's not lining up. I want to stick to the grid to avoid that strip of cut-off tiles under the door there.
I tried searching and couldn't find an answer. What do people do about this?
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Quote from iWork925 on August 13, 2011, 12:01 amTry the door pieces in instances/doors
Try the door pieces in instances/doors

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Quote from spongylover123 on August 13, 2011, 12:05 amWas the other side smooth or aligned, if so just copy that one and change the texture or flip it.
I also notice that your door grid and the wall texture are different, just change the door texture to the wall texture and change the offset number in the change texture tool.
You don't have to use the zoo mechanic's one.
I agree, it doesn't line up on my hammer too, so I used the vmf file in the steam/steamapps/common or username/portal2/sdk_content/instances/ something door I don't remember / and something with door, frame, and blank
Just open it up select the front part and copy it, it may be only the front, but you can flip it.
Or you can just use the other map's door frames like the one in sdk_content or the maps folder in the portal2 files.
Was the other side smooth or aligned, if so just copy that one and change the texture or flip it.
I also notice that your door grid and the wall texture are different, just change the door texture to the wall texture and change the offset number in the change texture tool.
You don't have to use the zoo mechanic's one.
I agree, it doesn't line up on my hammer too, so I used the vmf file in the steam/steamapps/common or username/portal2/sdk_content/instances/ something door I don't remember / and something with door, frame, and blank
Just open it up select the front part and copy it, it may be only the front, but you can flip it.
Or you can just use the other map's door frames like the one in sdk_content or the maps folder in the portal2 files.
Quote from satchmo on August 13, 2011, 12:05 amI copied the door instance from the zoo_mechanics map for my first map, and it works fine.
Whenever you copy brushes or entities, you need to increase the grid density (sometimes to 1) to make sure it aligns with the rest of the world geometry.
I copied the door instance from the zoo_mechanics map for my first map, and it works fine.
Whenever you copy brushes or entities, you need to increase the grid density (sometimes to 1) to make sure it aligns with the rest of the world geometry.
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Quote from neco on August 13, 2011, 3:48 amspongylover123 wrote:I also notice that your door grid and the wall texture are different, just change the door texture to the wall texture and change the offset number in the change texture tool.Why don't you use: pick texture left clicking the desired one and applying it by ALT+Right clicking the face you want the texture to apply to?! You never need to mess around with values/numbers like that when using the face edit tool. The only thing you have to make sure is that both brush faces (source and destination) are on grid.
Like that you always will have continous, perfectly aligned textures.
Why don't you use: pick texture left clicking the desired one and applying it by ALT+Right clicking the face you want the texture to apply to?! You never need to mess around with values/numbers like that when using the face edit tool. The only thing you have to make sure is that both brush faces (source and destination) are on grid.
Like that you always will have continous, perfectly aligned textures.
Quote from Marise on August 13, 2011, 10:29 amThe different texture on the wall doesn't really have anything to do with the problem.
I'll try using the door instance.
The different texture on the wall doesn't really have anything to do with the problem.
I'll try using the door instance.
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