Things to Keep in Mind About Elevators
- An elevator might cause problems if there are many elevators or if multiple players try to use the same elevator at once
- With a slow connection (e.g., 56k), players might fall through your elevator and pop up at the top after a few seconds
- Elevators cannot transport vehicles. Ensure the Transition Zones (explained later) are not reachable for vehicles or they will get stuck.
- Elevators may cause issues with beacons if you try to deploy them on the elevator platform.
1. Create Your Elevator
Here is a very quick example elevator:
An elevator consists of:
- Platform (red)
- Door (blue)
You may include as many details as you want, but for this tutorial we keep things simple.
Always create your elevator centered in RenX/Gmax.
To help estimate size, Single Player elevators are approximately:
- Length: 6m
- Width: 6m
- Height: 12m
You can create a reference box to compare:
(My elevator is slightly oversized here, but this is only to get a general idea.)
2. Create the Collision “Cages”
Because the Renegade engine does not like textured objects that move, we create collision-only cages.
These are just untextured meshes that define where players collide.
Enable W3D Hide and collision settings for:
- Vehicle
- Camera
- Projectile
Do NOT enable collision on the textured meshes.
3. Animation Setup
An elevator has 3 animation stages.
Stage 1 — Base Frame
Move all your parts of the elevator so it is on the Top-Part, with the door open for entry at the Top:
As you can see I just moved the whole platform up, and lowered the ring so that the player can enter the elevator at the top.
Stage 2 — Moving Animation
Click the Animate button:
- Go to Frame 1, move your door so it is closed (you can use more than one frame if needed, just note this frame somewhere)
- Go to Frame 10, move elevator to bottom with the door closed (same comment as before for the close door)
Write down this bottom frame — you will need it later.
Stage 3 — Final Animation
Animate the bottom door opening.
My example ends at Frame 11, but your animation can use more frames.
Once you are finished, deactivate animation mode and feel good that the work is nearly done.
4. Export the Elevator
Export the elevator to your Modpacket as:
- Hierarchy Animated Model
- Frame 0 through final frame (e.g., 11)
5. Add It in LevelEdit
Open LevelEdit (Commando), go to Tiles, click Add.
Now enter a name, e.g. my_elevator, and switch to the Settings Tab. Set:
- Type:
ElevatorPhys
Select your W3D and change
- Collision Mode:
STOP - Animation Mode:
Manual
Frame Values to Set
Scroll a bit down and set
| Setting | Meaning |
|---|---|
| DoorClosedTop | Frame where top door is closed (Frame 1) |
| DoorOpeningBottom | Frame where bottom door is open (Frame 11) |
| ElevatorStartTop | Usually Frame 0 |
| ElevatorStoppedBottom | Elevator at bottom with door closed (Frame 10) |
Set CloseDelay to how long the elevator should take to go up/down and press OK.
6. Setup the Elevator Zones
Select your elevator again → Mod → Zones tab.
You will find 4 zones:
- LowerCallZone — Player stands here to call elevator down
- LowerInsideZone — Player inside → elevator starts going up
- UpperCallZone — Same as lower, but at top
- UpperInsideZone — Inside at top → elevator moves down
Double-click any zone to edit its size / position as needed:
You can toggle between the first/last frame to align zones properly. Adjust now all zones like it is explained above.
Example Zones
Here are mine
| Zone | Image | Zone | Image |
|---|---|---|---|
| LowerCallZone | ![]() |
LowerInsideZone | ![]() |
| UpperCallZone | ![]() |
UpperInsideZone | ![]() |
Press OK when zones are correct.
7. Place the Elevator in Your Level
Load your level → select the elevator → click Add and it will appear on the map.
Export your map and test the elevator.
8. Done!
Congratulation! You can now go up and down with your elevator as long as you want.


















