Door floats

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Lostprophetpunk
409 Posts
Posted Jul 14, 2011
Heya there,

I have been trying to get a door to explode, by following this tutorial. However, when the door is blown out it bounces in the air for a while and then stands up straight.

Is there anyway to get it for properly fall on the floor?

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msleeper
4,136 Posts
Admin
Posted Jul 14, 2011
Replied 14 minutes later
What material is the door brush? I've never used phys_convert, I'm assuming it is inheriting mass scale values and I don't see a way to specify the mass scale post-conversion.

You can always try using a run of the mill func_physbox, have it set to asleep/disabled until it's ready to get explosion'd.

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Lostprophetpunk
409 Posts
Posted Jul 14, 2011
Replied 11 minutes later

msleeper wrote:
What material is the door brush? I've never used phys_convert, I'm assuming it is inheriting mass scale values and I don't see a way to specify the mass scale post-conversion.

You can always try using a run of the mill func_physbox, have it set to asleep/disabled until it's ready to get explosion'd.

The material of the door is a prop_dynamic. I did look at the doors link listed in the tutorial, but portal 2 sdk lacks the 'func_door' property.

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Skotty
671 Posts
Posted Jul 14, 2011
Replied 4 hours later
Func_door is a brush entity, no point entity.
In this tutorial they created a brush with a door texture and made it to a func_door that later will become a func_physbox via the phys_converter.
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Lostprophetpunk
409 Posts
Posted Jul 14, 2011
Replied 2 hours later

Skotty wrote:
Func_door is a brush entity, no point entity.
In this tutorial they created a brush with a door texture and made it to a func_door that later will become a func_physbox via the phys_converter.

Thanks for that. But I still don't understand why the door floats around for a bit, and then stands up like it was placed there.

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Skotty
671 Posts
Posted Jul 14, 2011
Replied 33 minutes later
I think because it's a prop_dynamic. Phys_convert seems to be just for use with func brushes. (Not tested).