Bushboys Quake Prefab Park - Prefabs - miscellaneous items - doors.
[menu] [menu]
Site design by
Matthew 'Bushboy' Trow
for 640x480 res, no frames.
Works in almost all
browsers but looks
best in Netscape :)
Hosted by PlanetQuake
[the quake prefab park]

[prefabs]
 

ARCHES/SUPPORTS -- COLUMNS -- DECORATION -- DOORS -- LIGHTS -- PIPES/HALLS -- STAIRS/RAMPS/BRIDGES/LIFTS -- WINDOWS/GRILLS -- TRAPS

 
DOORS
[stdteleport.map] stdteleport.zip-Submitted by EutecTic

Standard rectangular teleporter. All necessary brushes and entities included. cop1_1 texture for frame (I think)

total brush count: 6 brushes, 36 faces.
[newcastledoor.map] newcastledoor.zip-Submitted by Jean-Francois Groleau's of the qED Toolshed

a component designed by Steve Kapusta and originated at The Quakelab. Modified and adapted for qED by JF Groleau..
 
This is a prefab that is best used in single player levels as an entrance/start point.
It looks and works excellently, but be a serious framerate killer if used amongst other complex items in one area - use with caution.
A must have for castle and medevil style levels.
Read the text file included in the zip for more details.
24 brushes, 165 faces.

[irisdoor] irisdoor.zip (50k)Submitted by Jean-Francois Groleau's of the qED Toolshed, Original by Iain Bruce found at the Quakelab
The classic iris hatch from the Quake Lab, recreated using vertex editing by Jean-Francouis Groleau.
Zip file includes a .bsp file so you can check this thing in action - it's seriously brilliant.
13 brushes + 1 trigger
66 faces
All entities are here - don't mess with them too much...

[newscourgedoor] newscourgedoor.zip(2k) - Matthew 'bushboy' Trow
A new style scourge door, this one opens like a normal door. The actual doors themselves are constructed from one brush each & were aligned to the texture using a 2x2 grid for accuracy (appropriate texture not shown.) 14 solids, 94 faces.

Updated by EutecTic - Brush count is now 10 solids, 64 faces

[newmededoor] newmededoor.zip(1k) - Matthew 'bushboy' Trow
I've recreated the mededoor seen a bit further down this page, reducing it to 11 brushes and 70 faces, as opposed to 14 brushes & 92 faces.
The original also had duplicate planes - mainly because I used carving and not vertex editing.
This new one works just perfectley & was created using vertex editing - the doors themselves are 7 sided polygons, vertex edited into the shape of the door.
I've also included the door entities.

Updated by EutecTic:-
Medieval door is now 17 brushes, 98 faces.
This is actually 3 brushes more than before. but realism was improved with the addition of door recesses in the top part of the frame A small price to pay in brush count for the visual benefits IMHO. Anyway, these can be removed anytime easily if you don't agree.
Also, doors are now rectangular. Since they open *into* the frame and are hidden by it, they don't need to be shaped to the frame as such. This saves 6 brush faces and somewhat compensate for the extra brushes.

[scourgedoor.map] scourgedoor.map
9 brushes.
This is simaler to the door seen in mission pack one on the 'research facility' level. Again, texture application here is important. The door itself is a simple square brush, because the door rises upward.

Updated by EutecTic:-
The brushes in the Scourge door have been reshaped and vertex manipulated to make its frame and door textures fit better but mostly to acquire the same size and shape and the second scourge door by Bushboy. This door will also fit perfectly when used with Agent XXXIII's tech23 group of tunnels and junctions.

Brush count is same as before but the frame now has door recesses at no penalty (woohoo!) and it also looks more realistic than the original Ritual model. :)
EutecTic



[TUNNEL GROUP] [TECH GROUP] [E1 GROUP] [MISC ITEMS] [HHEXHALLS] [ARCHCORE] [WATERTUNNELS]

[Prefabs] [Help] [News] [Links] [Feedback] [Tutorials]
prefabs Help News Links Feedback Tutorials home The tunnel group The tech group e1 group misc' items Hexhalls Archcore water tunnels group