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Doors

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~BLÃÐE~
Site Admin
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Joined: Jun 15, 2008
Posts: 403
Location: Gold Coast - AU
PostPosted: Mon Jul 22, 2019 12:20 pm
Post subject: Doors

I will start with Sliding Doors

Make a frame and a couple of panels to form a sliding door way, if you don't have 3DMax i will upload all the files at the end



Add your CB's (Collision Boxes) and CD's (Collision for Doors)
You will also need the ~01 and _02 Center blocks which sit at the top outer corners of the doors (see image below) I made these about .05 x .05 x .05



You will need a few other boxes which i have listed below



Export it as a ASE file and save it as JO_SDoors.ASE

Open the SuperOED and import the file you just created.
Click on the Edit TAB the Part Animation. Put a tick in the top left box, Enable Part Animations

Highlight 02door and on the right click"No Translations" drop down box and change to "Translation on X Axis"
Now you will see a box named "NONE" click on it and a new box will open.

In the new box you will see 2 drop down boxes, the first one drop down and scroll to the bottom and select "Set - Control Register"
The one below that you want to pick is DOOR_00
On the Right side of this box you will see Start and End.
Start will be 0.00 but you need to change End to -1.50
This translates to move the door 1.5 meters on the X axes
Click OK
Do the same for 03door but this time you will change the End to 1.50 (without the minus) So it will slide in the opposite direction to 02door.



Now your ready to Export it as a 3DI, save it as JO_SDoors.3di

Next we need to add the information to the items.def
The ITEMS.def can be found in the localres.pff file in the game folder. You will need the PFF Utility to extract it from the .pff then decrypt it so you can edit it, sounds long winded but quite simple and quick to do.

Add this to the items.def

Code::
begin "JO Sliding Door"
id 107112
attrib: exp1
type building
graphic JO_SDoors
ai_function door
door_open_sound_id DOOR_OPN_MTL // door opening sound
door_close_sound_id DOOR_CLS_MTL // door CLOSING sound
move_function door
First_Door 2
open_rate 6
num_doors 2
end

You might want to change it id number (107112) to suit your mod
Save and close.
Now you have to encrypt the items.def and pack it back into the game.

Once all that is done, open the MedEditor and add your new item into a test map.

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~BLÃÐE~
Site Admin
Site Admin


Joined: Jun 15, 2008
Posts: 403
Location: Gold Coast - AU
PostPosted: Sat Jul 27, 2019 7:19 am
Post subject: Re: Doors

Hinged Doors

Hinged doors are done the same in 3DMax, only you might have 1 door unstead of 2.



Set up a frame, door, CB's, CD...


Save and Export same as Sliding Doors, this time we will call it Door.ASE

Open the SuperOED and import Door.ASE



Same as before, Enable Part Animation
Click on 02door on left, click the drop down box "No Rotation" and change to "Rotate Euler angle function"
Click on "YAW - None"
Change the boxes to suit the above image, Set Control Register to DOOR_00. Start 0, End 90 degrees

Export as JO_Door.3di

And of course you need to add the information to the items.def

Code::
begin "Hinged Door"
  id 107136
  attrib: City Mod
  type building
  graphic JO_Door
  ai_function door
  door_open_sound_id	DOOR_OPN_MTL	// door opening sound 
  door_close_sound_id	DOOR_CLS_MTL	// door CLOSING sound 
  move_function door
  First_Door 2
  open_rate 2
  num_doors 1
  end

Encrypt the items.def and then pack all the files.

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