Doors

A door in Deus Ex is an Unreal "mover" brush with a few extra features.

Prerequisites

Create a mover

  1. Pick a texture you want for the door
  2. Right click the Cube brush to bring up the cube builder menu.
  3. Type in height, width and breadth as 128x64x4.
  4. Click Build.
  5. If you're making a swinging door, move the pivot point (right click on a vertex) to where the hinge would be.
  6. Right click the Add mover button and pick DeusExMover.

The mover brush will not be rendered in the editor, so all you see is the purple outline. It will show up like normal once in-game, though.

Complex

To create doors made up of several brushes, just Add/Substract them to your map, free floating in the air. Then create a box shape around the structure and click Intersect. You can now use this brush like you used the cube in the above sequence.

Editing

To change the textures' alignment after creating the mover, just right click it and select Mover > Show polys. Make your changes and rebuild.

Set up the keyframes

  1. Right click the mover brush and select Movers > Key 1.
  2. Rotate/move the door into the desired rotation/position.
  3. Right click the mover brush again and select Movers > Key 0 (Base).

Note

You can also do this by left clicking on the brush and pressing Shift+0/1/etc...

Set up the door properties

  1. Open the properties for the mover brush, either by double clicking, pressing F4, or by right clicking and selecting Properties.
  2. Expand the DeusExMover section and change bIsDoor to True.
  3. Navigate to the sounds you want the door to make in the Sound Browser under the MoverSFX. You can double click sounds to preview them.
  4. Expand the MoverSounds section under the mover brush properties.
  5. Select the opening sound you want in the browser and click Use next to the appropriate field in the mover brush properties.
  6. If your door moves between light and dark areas, you might want to switch on the Mover > bDynamicLightMover field.
  7. It might also be a good idea to set Mover > MoverEncroachType to ME_IgnoreWhenEncroach to let the door pass through the player when opened.