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Author Topic: More in Depth door creation tutorial by Ezy Rage & Pennywise  (Read 1473 times)


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Door Tutorial
By Pennywise and Ezykeyal Rage

Most of the doors in this tutorial can be found when right-clicking in the 2d window and then go to quick doors.

This is the standard door, this is the easiest, and the fastest to make. First make the brush you want as door and then select the door option under the quick doors. Now the door will be deselected and change color (it is now a template brush) and you'll have this little brown "parth_corner". If you move the parth_corner you'll noticed a little brown line will shoot out from the center of the door. If you activate the template brush (the door) it will move it's center to where ever the center of the parth_corner is. Now to get the door to turn... select the parth_corner and press "n" now go to the "main" in the things & templates window. Here you'll se two things:
Origin (X, Y, Z) - this is where the template is placed on the map (cordinates X, Y, Z).
Orientation (Pch, Yaw, Rol) - this is how you want it to turn. You can either type in values or you can press the numbers (remember they can be negative as well). The first (Pch) is the X-axis, the 2nd (Yaw) is the Z-axis and the 3rd (Rol) is *suprise* the Y-axis. If you want your door to open as a door normaly would you should put 90 in the Yaw (the 2nd one) or just press the 90 button.
If you think your door opens to fast or to slow you can select the door and press shift-c. This will bring up the codex linker. You should now see three things: A value, a type and a description. You can only change the value in this window. The current value is 150. This is the value I use in most my maps. But if you want to change it click on it once - wait a sec and click it once more. Type in a new value (a low value = slow and a high value = fast) and press enter and then click on the apply button in the lower left corner. Is this confusing? just you wait till we get to the DoubleDoors and SwitchDoors... (but it'll be easier with practice)

This one is just like the normal door. Except where to place the parth_corner. Here the parth_corner indicates where the turning point is (like hinges). Else it works just like the normal door

Make your doors. You need two halves to make this one :P. Now select ONE of the halves and make it a DoubleDoor and place your parth_corner and apply the orientation. Do the same with the other half. Now select any of the two halves and bring up the codex linker. Now you'll se two things: a "Movement Speed" (though much lower then the Door it is about the same speed in game) and a "Second half door" (wich is empty). Now comes a bit triggy part... Make sure you can see your doors in the 3D window. Now click ONCE in the empty second half door field. It should turn blue. Now click on the second half door. If you've done it right there sould be a codex number in field (ie. codex1). Now click apply and a purple line will shoot from the selected door to the second half. Do this with the other half as well. If it doesn't work first time delete both halves and exit embrace (cause it might still have some codex in the memory wich can mix up things quite a bit).

Read the PivotDoor and the normal DoubleDoor

This can be a fun one  First make your door and your switch. Now select the door and make it a SwitchDoor and place the parth_corner. As for the switch... you can make it a door if you want it to move back when pressed. But you can also just make it a templatebrush (just remember to apply the tracker_thing to it.)
Now select the door and bring up the codex linker. You should put be very suprised to find the movement speed there, but then you see a open time. This speaks for itself... you can make the movement speed 0 and then change the open time. If you chose the open time then remember it will take the same time to move 8 squares as it does move 800 squares. (The longer the distance is between the door and the parth_corner the faster the door will move)
Then there's this switch... this works out the same way as with the DoubleDoor - click once in the value and then click on the switch - apply and that's it.
Now, if you want to make it a secret door then select the door and open the "Things & Templates" window (press n) and search for tracker_thing_nohilite and apply it to the door. This does so the door doesn't "glow" when you point the cursor at it.
You can also find some switches among the props.

You can't find this one in the quick doors menu so stop looking!
First make your door (as always) and then rightclick in the 2D window and select "templatebrushes". Now press "n" and seach for the tracker_thing and apply it. Now click on the "Overrides" in the "n-window" and then pick script. Find the DoorRegion.class and apply it (if you don't see any scripts (.class) when you click the "pick script" go and find the codex.nob in your main vampire dir and unzip it to the codex dir).  Now right click in the 2D window and pick the region (just above sector). Shape it as you want and then select the door. Bring up the codex linker and link them together the same way as you did with the doubledoor and switchdoor. Now the door should open when you enter the region.

Exit doors:
Make your door, make it template brushes and add a tracker thing (sounds won't work).
Now bring up the things&template window and go to overides.
Click the pick script button, look for the script called, clickexit.class and apply it.
Go to description_id and give it anything you want, be it cave or room or hallway or whatever, this Exit_0_cave stuff is not needed because you don't need to write a complete strings file - so just give it a name you want... now exit the things&templates window.
Select the door if you haven't already, and press shift+C to bring up the codex linker, the ones out there who have a video card that only supports 640x480 and 800x600 resolution have a problem, the codex linker flies off the screen wich can only be tracked back if you set your resolution to 1024x768 you can just see it a little then then just move it to the center or what you want... now with the codex linker vissible you can see a line called exit number, it says 0 by default leave it that way if it's your first door in the level, if it's your 2nd door then write 1.
Now to add the final thing, the player start possitions. If your door has the exit number 0, then add 4 player posstion found by right-clicking the 2d window go to playerstarts the select playerstart0, if your door is exit number 1 then select playerstart01, speaks for itself now your exit is completet.

Small note: You don't have to give the path_corner any degree just move the path_corner to the spot where you want the door to end, it can be any way be it up down left or right
Also you can give a different sound by selecting the door pressing the N key go to global, then miscellenious then doors, there you will find the sounds you need be it wood_on_stone or whatever suits you, select the one you want then press the apply templete button, also if you add a different sound it also acts as a tracker_thing, so if you make a custom door by scratch then it's unnecesery to add a tracker_thing to the door if you intend to add a different sound only, remember that....

Linking maps together:

Part 1:
Go into your vampire folder find the folder called Chronicles, you can see lots of NSC files there, now make a new text file . You can call it whatever you want, for example mychron.txt. Now open it, it should be empty, let's assume you have made 2 levels, 1 door exit in each level, you should start the first line with this:

Location  myfirstlevel   myfirstlevel.nil     null null null 0x0

(you always write location first, it defines the existance of the level)

You can name myfirstlevel to whatever you want, anything, that's the name that shows up in ST menu when you want to spawn to that location.
myfirstelevel.nil is the name of your level.

null null null - These are actually unused map locations i'll explain that some other time, just leave null null null for now.

0x0 are the flags as a final
Some other flags:
0x040 removes the HoM effect (actually clears the buffer)
0x060 does something with the fog and the RGB color of the level
0x1 locks the exit between the 2 levels and makes it one way
0x0 does nothing special write this when you want it to be a plain exit

For the 2nd location write the same thing:
Location mylevel2  mylevel2.nil null null null 0x0

(Still the mylevel2.nil is the name of your map.)
Part II:

Write this after the first line

Exit mylevel, 0       mylevel2, 0

(you always begin with exit)

mylevel is the name you’ve giving the level
0 means how you gave the exit door a codex number in embrace, if it is your 2nd door in the same level then you would write:

Exit mylevel, 1       mylevel2, 0

(assuming you gave the door a codex number of 1)

As a final type these at the end:

Reviveloc   mylevel 0


This tutorial have been writen by Pennywise and Ezykeyal Rage. Thanks to Howls to Luna, for getting us started!
Fell free to copy this tutorial, but NEVER take the credit. If you do we’ll come and kick your ass :P

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