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#1

Thin Layer Sliding Doors

Archive: 12 posts


This may be a very stupid questionand the question may answer itself but here it goes.

Would you just conect the thing layer to another object...ona different layer, with a piston, to create sliding doors.

How do I may sliding doors between layers.
2010-06-14 02:19:00

Author:
Unknown User


Would you just conect the thing layer to another object...ona different layer, with a piston, to create sliding doors.

Yes, (although it doesn't have to be on a different layer). I usually make sliding doors by connecting the piston from the door to a small strip of invisible dark matter suspended in mid-air, preferably on the front or back thin layer so that it doesn't interfere with sackboys movement.
2010-06-14 02:35:00

Author:
Ungreth
Posts: 2130


These doors are for my mech so theykidna of need to be a different layer and movable. I tried out what Ithought would be correct but it just breaks the pistons.2010-06-14 02:38:00

Author:
Unknown User


well, if the doors are ON the mech, you won't wanna use dark matter The pistons must be connected at the mech of course. And if they are sliding doors (is that really that practical?) there must be space where they move, could there not be space as well to place those pistons? Metaphorically, cause pistons are intangible. Though I'd probably use the same layer just to get not confused.
You could also put them in the on the other side of the door, so that they pull (if you know what I mean) maybe there's more space. Or I need better description of exact problem.


by connecting the piston from the door to a small strip of invisible dark matter suspended in mid-air, preferably on the front or back thin layer so that it doesn't interfere with sackboys movement.

I don't understand, what's the advantage of doing that. I would always (naively?) put the pistons somewhere (symmetrical) on the object of which the door is a part of...
2010-06-14 03:11:00

Author:
Xario
Posts: 238


It is quite hard to explainand your probably right on the practicallity. Could I show you instead? I'll add you as a friend and invite if its not too much trouble.2010-06-14 03:18:00

Author:
Unknown User


@RW: you have a VM :-)2010-06-14 03:29:00

Author:
Xario
Posts: 238


VM? I apoligize I have no idea what that sstands for...2010-06-14 03:47:00

Author:
Unknown User


visitor message, look at your profile. If you wanna answer theres a link next to my message, conversation, click and you answer on my profile via VM

I thought it was clever to keep this thread on topic... didn't work too well I gues :-D
2010-06-14 03:49:00

Author:
Xario
Posts: 238


I don't understand, what's the advantage of doing that. I would always (naively?) put the pistons somewhere (symmetrical) on the object of which the door is a part of...


It's a personal preference. I like to keep the door mechanics independent of the main structure, so that I can later move or edit the structure without worrying about my pistons becoming misaligned or detached.
2010-06-14 04:25:00

Author:
Ungreth
Posts: 2130


so that I can later move or edit the structure without worrying about my pistons becoming misaligned or detached.

Good point. Though I'd probably often forget there's DM involved unatached, while attempting to move the object ("What's the door's problem? Oh the dm, forgot to move it, right...")
2010-06-14 04:37:00

Author:
Xario
Posts: 238


Why not try a theck rotational door?2010-06-14 06:52:00

Author:
Kern
Posts: 5078


For the structures design it would work out well. The control pod/roomof mymech is what I would think is very different from other mechs.

Also I've seperate the main structures of my mech so in the end it will be one simple glue.....if there is alreadyenough problems...then i'll have to restart.

Wait, T oshmeck with sliding glass doors, I can get roation to work...
2010-06-14 14:20:00

Author:
Unknown User


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