Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him.
This tutorial is an addition to Beginners Tutorial Part 1. I suggest you follow that one first before doing this one. In this tutorial we will be covering, doors, windows, and skyboxes.
Posted by BeginnersMod on Nov 16th, 2008
I am writing another tutorial to expand on the first tutorial I made about creating a room.
Ok so in this tutorial we will be giving our room:
Ok lets get started then. Were going to add the door first. Using the Block tool drag a brush that's 56 units wide 4 units thick and 112 units in height.
Your brush should look like this:
With your brush selected, click the Toggle Texture Application tool
Click "Browse..." and in the filter type in "dev/dev_measuredoor01"
You will get an orange door texture this is so we can line up our brush and make the correct cuts to have a nice frame.
You might notice your texture is not aligned with the brush properly, this is an easy fix. Click the Toggle Texture Application tool again and just play around with the "Texture Shift" part of it until you got it right.
Ok now we have the dev texture lined up we can start cutting out the frame. Select your door brush and select the Clipping tool
Make sure your grid is on the smallest grip possible. Adjust it by pressing "[" or "]"
Now make a cut 4 units into the frame like seen above. Your brush has to be all white. If it has any red it will cut the piece off rather then just making a cut into it. For example see below.
to get rid of that read press Shift+X until its gone and then press enter to make the cut.
Repeat this step on the other side of the brush and in the side view make a cut 4 units down from the top. Now we have a door frame. Using the Selection tool select the brush in the middle and delete it.
You should now have a door frame that looks like this:
Select a wall on the room, you will notice the entire room gets selected we don't want that. Press ctrl+U (control+U) to ungroup it and now you should be able to select individual walls.
Ok now we need to make the cut on the wall for the door, using the Selection tool
Select the wall the frame is on, using the frame as a guideline make 2 cuts where the inside of the frame would be (See example below)
ok now is the side view make a cut beside the cut you made for the frame (see below)
Now, using the Selection tool select the middle brush again and delete it. Now you have a doorway.
Select all three parts of your door frame. Hold shift and drag a new one and put on the other side of the wall.
Make the outsides of each frame skinnier so that the door will fit properly. (See below for example)
Connect the insides on the 2 frames so that there isn't a gap (See above)
Ok now we need to change the texture on this door. Select all parts of the door frames and click the Toggle Texture Application tool Click "Browse..." and you should in the filter search "door" find the door you want to use and double click it. Click "Apply" and your texture will now be on your frame. The texture I used was metal/metaldoor008a
Ok now we need a door to go in the frame. Using the Block tool drag a brush that's 48 units wide 4 units thick and 112 units in height. This should fit in the door frame perfectly. click the Toggle Texture Application tool and use the texture shift settings to line it up right. (see below for both examples)
Ok now we need to make this door open able. So with your door selected go to "Tools>Tie to entity"
the window above will appear (For some reason it is transparent when I take a SS but in editor it isn't)
Where it says "Class" change that to a "func_door_rotating" and click "Apply"
You will now get a blue sphere on your door and that is what we just created it allows the door to open.
The blue sphere we created acts as a hinge. Wherever we put that sphere is where the door will rotate from, so n this case we want to put it on the opposite side on the handle. That will look like the picture below.
Ok if we compiled right now our door would open and everything would work so lets move on to the window.
Ok using the using the Block tool drag a brush to whatever size you want your window to be. For my window I used 48 width 8 thickness and 40 height.
Using the Clipping tool cut a square out of the middle by making cuts 4 units away from each side.
ok now select the piece in the middle and delete it.
Now we need to select the wall behind it and cut out the window opening like we did with the door
Ok now delete the middle and you have a untextured window.
So we need to give this a texture. Select the Toggle Texture Application tool and click "Browse..." search wood in the filter and find one you like. (you can use any texture you want, go ahead and search concrete or tile and see what you can get looking good on your window)
Ok now we got a textured window. And we need to add a skybox.
Make a big box that goes over your whole map.
My box was 1200x1200x1200
Press ctrl+H to hollow, set it to -4 again.
Select the Toggle Texture Application tool and click "Browse..."
In the filter type in "tools/toolsskybox" apply this to the box and it should now be tiles blue texture.
Compile map the same way we did it in part 1 and go ahead and run it. Thanks for reading this tutorial.