I used this tutorial for my map:
http://gotdelirium.com/wiki/index.php?title=Creating_a_Rotating_DoorWorks great. Sounds like you didn't have the origin brush selected when you made it a func_rotatingdoor
Cushions? A quick and easy way is to just copy + paste the brush you want to cushion, and select common/cushion, but the proper way is to have a shader:
textures/my_map_folder/cushion
{
surfaceparm nodamage
qer_editorimage textures/my_map_folder/some_texture.jpg
{
map textures/my_map_folder/some_texture.jpg
}
}
From the top:
textures/my_map_folder/cushion
This is where the shader (a texture, essentially) will be found in the texture window.
This is the surface parameter. Nodamage is no falling damage.
Section 4.8.* gives you a list of surface parms:
http://toolz.nexuizninjaz.com/shader/shader/section4.htm qer_editorimage textures/my_map_folder/some_texture.jpg
This tells Radiant "Oh, draw this when you are in camera view!". This should *probably* be the same as the texture.
{
map textures/my_map_folder/some_texture.jpg
}
This tells radiant what the texture will be when rendered. This only shows up in-game, unlike qer_editorimage.
Other things:
textures/training_grounds/green_glass
{ qer_editorimage textures/training_grounds/white_glass.tga
qer_trans 0.5
surfaceparm trans
surfaceparm nodamage
cull none
{ map textures/training_grounds/white_glass.tga
blendfunc GL_ONE GL_ONE
rgbGen const ( 0.1 0.3 0.1 )
}
}
This takes a picture of WHITE glass, and colours it green.
This means I can have a rainbow spectrum of windows with 1 source image, due to this line:
rgbGen const ( 0.1 0.3 0.1 )
Also:
Means that radiant will make it 50% transparent in editor, but in game, unless you have it set to surfaceparm trans, it is solid.