Before starting, ensure you have:
Use the following GTAV model as your template:
Template: v_ilev_bl_door_l.ydr
Select the door mesh and snap the 3D cursor to it:
Mesh -> Snap -> Cursor to Selected
Switch to Object Mode and set the origin to the 3D cursor:
Object -> Set Origin -> Origin to 3D Cursor
Make sure the origin is at the hinge point so the door rotates correctly.
Align your custom door with the vanilla template and apply all transforms.
Convert your custom model into a Drawable.
Delete the template door mesh, unparent your mesh, and parent it to the template Armature/Drawable.
Add a Copy Transforms constraint to your door mesh and set:
If you edited collision scale or transforms, create a new Bound Composite and parent the collision to it.
If you skip step 8 after collision edits, collision behavior may break in-game.
Create a new YTYP archetype and set:
| Setting | Value |
|---|---|
| Special Attribute | Normal Door (7) |
| Archetype Flags | Dynamic |
| Archetype Flags | Enable Door Physics |
Template: prop_facgate_07b.ydr
| Setting | Value |
|---|---|
| Special Attribute | Sliding Door (8) |
| Archetype Flags | Dynamic |
| Archetype Flags | Enable Door Physics |
Template: lr_prop_supermod_door_01.ydr
| Setting | Value |
|---|---|
| Special Attribute | Garage Door (5) |
| Archetype Flags | Dynamic |
| Archetype Flags | Enable Door Physics |
| Door Type | Origin Location | Special Attribute |
|---|---|---|
| Swinging Door | Hinge point (side center) | Normal Door (7) |
| Sliding Door / Gate | Bottom corner | Sliding Door (8) |
| Vertical Sliding Door | Bottom center | Garage Door (5) |