add room door to Decoration.ocd

This is a door which leads to nowhere, but they can be connected via script or serve other purposes. Graphics by Apfelclonk.
directional-lights
Maikel de Vries 2016-10-06 18:01:17 +02:00
parent 561651b715
commit 2505dc77f1
9 changed files with 124 additions and 0 deletions

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[DefCore]
id=RoomDoor
Version=8,0
Category=C4D_None
Width=16
Height=24
Offset=-8,-12
Vertices=4
VertexX=-8,8,-8,8
VertexY=11,11,-11,-11
VertexFriction=100,100,100,100
Entrance=-8,-12,16,24
ClosedContainer=2

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material tod_door_main //: NormalMap
{
receive_shadows on
technique
{
pass
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.06493505090475082 0.06493505090475082 0.06493505090475082 1.0 6.25
emissive 0.0 0.0 0.0 1.0
texture_unit
{
texture overlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit base
{
texture tod_entrance_base.png
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
//texture_unit normal
//{
//}
}
}
}

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/**
Room Door
A door which can be entered.
@author Apfelclonk, Maikel
*/
// Door opens and closes by use of the door library.
#include Library_DoorControl
/*-- Door Control --*/
private func OnOpenDoor()
{
PlayAnimation("proceed_door", 5, Anim_Linear(0, 0, GetAnimationLength("proceed_door"), this.ActMap.OpenDoor.Length, ANIM_Hold));
SoundOpenDoor();
return;
}
private func OnCloseDoor()
{
PlayAnimation("proceed_door", 5, Anim_Linear(GetAnimationLength("proceed_door"), GetAnimationLength("proceed_door"), 0, this.ActMap.CloseDoor.Length, ANIM_Hold));
SoundCloseDoor();
return;
}
/*-- ActMap --*/
local ActMap = {
OpenDoor = {
Prototype = Action,
Name = "OpenDoor",
Procedure = DFA_NONE,
Length = 20,
Delay = 1,
NextAction = "DoorOpen",
StartCall = "OnOpenDoor",
},
DoorOpen = {
Prototype = Action,
Name = "DoorOpen",
Procedure = DFA_NONE,
Length = 1,
Delay = 20,
NextAction = "CloseDoor",
StartCall = "OpenEntrance",
EndCall = "CloseEntrance",
},
CloseDoor = {
Prototype = Action,
Name = "CloseDoor",
Procedure = DFA_NONE,
Length = 20,
Delay = 1,
NextAction = "Idle",
StartCall = "OnCloseDoor",
}
};
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Plane = 200;
local MeshTransformation = [1050, 0, 0, -550, 0, 1050, 0, -400, 0, 0, 1050, 0]; // Trans_Mul(Trans_Translate(-550, -400, 0), Trans_Scale(1050))

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Name=Tür
Description=Eine Tür wo man reingehen kann.

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Name=Door
Description=A door which can be entered.

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