There are some ready-to-use door and gate templates including opening animation in "\templates\environment\doors_gates" and in "\environment_levels\doors". But maybe you want to create your own doors. It seems that these templates were not created in REDkit and the REDkit also doesn't provide the mechanisms to create such doors.
In the template properties there are the open and close animations linked.
Under the effects tab you'll finde more registered animations.
You could create an own template and give it the entity class "CDoor" and also write the animation names in the properties but I haven't found out how to register all the animations under the effect tab.
After trying around a few things I figured out a little workaround.
NOTE: When replacing the meshes keep the original position of the door or the custom door will not work properly.
This large gate is enterable but the animated door looks wrong as you can see.
Table of contents
The template
The template is from entity class "CDoor" and consists a minimum of two meshes (the door itself and the door frame).In the template properties there are the open and close animations linked.
Under the effects tab you'll finde more registered animations.
You could create an own template and give it the entity class "CDoor" and also write the animation names in the properties but I haven't found out how to register all the animations under the effect tab.
After trying around a few things I figured out a little workaround.
Creating own doors workaround
- First copy one of the templates of existing doors. (e.g. "\environment_levels\doors\basement_door\basement_doors01")
- Open the template.
- First search for a door mesh you want to use in the asset browser (e.g. \environment_levels\doors\single_heavy\single_heavy_door")
- In the template klick on the door to get its node properties, go to mesh and insert the new mesh from the asset browser (green arrow).
- Repeat the step now with the mesh for the door frame.
- Save the template, now you can use it in your mod.
NOTE: When replacing the meshes keep the original position of the door or the custom door will not work properly.
Restriction
I don't know if it is an engine restriction or if CDProject did it for timesaving reasons but every door in the whole game has the same size. Even the large Gates have smaller doors in them. So creating doors larger than the original ones doesn't work properly. If you insert the template in your scene you'll see areas which are invisible in the template editor, this areas are also not manipulable. They are responsible for triggering the opening animations and entering the door.This large gate is enterable but the animated door looks wrong as you can see.