My working assets don’t look very fancy yet, being just rough drafts and stand-ins, but I’ve been working on an Elevator system for my current project recently. Not a one-floor lift, but the sort of thing you might find in a small hotel/office or a large residence, with an arbitrary number of floors, call buttons on each, an algorithm to schedule calls, etc.
Each elevator consists of (exterior/shaft) doors, buttons to summon/open the elevator, a controller, an elevator car (with its own internal door and buttons), an optional counterweight object that always moves in opposition to the car, and eventually a display to show players where the car currently is.
In these pics, I’ve called the elevator from its starting position on the 3rd floor down to my location on the 1st floor. The exterior (and interior) doors are transparent so I can see what’s going on in the shaft (ignore the mismatched sizes of the exterior door and opening; I just enlarged the latter and haven’t adjusted the former to fit).
The counterweight, from its starting point in the basement, is seen going up…
:///AgGlb9Ym.jpg
…and the car is coming down.
:///rU14spCm.jpg
The elevator car (and counterweight) accelerates until it reaches a user specified speed, and continues that speed until time to decelerate. It will also theoretically stop short of its normal speed if there isn’t enough space between two floors to reach it, though that isn’t well tested yet.
's my elevator car upon arrival. Behold the majesty of Epic’s wood materials applied to a mesh with zero effort put into UV mapping…
:///WpBZxQ8m.jpg
I leave supplying the requisite “ding” of arrival to the reader’s imagination, as screenshots are inadequate to the task.
Car from the inside, while in transit (thus the mismatched floor levels).
:///8goFaEFm.jpg
Eventually I’ll make an actual WIP thread about the system, and post video, but I’ve got some bug-fixing to do and other things to work on for awhile.