Creating a portal/object fizzler: Difference between revisions

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{{Back|Portal Level Creation}}
#REDIRECT [[Emancipation Grid]]
{{otherlang2|fr=Creating a portal/object_fizzler:fr|ru=Creating a portal/object_fizzler:ru}}
 
[[File:Gear testchmb 010000.jpg|thumb]]
 
This wall of particles destroys any objects that come in contact with it and closes any portals that have been opened by the player.
 
== Step 1 ==
 
First thing is first, due to the sheer size of the fizzler you might need to create an appropriate sized doorway to construct the fizzler in. However there are about two known particle effects that exist for this effect. Those two effects are:
 
* '''portal_cleanser''' - The normal sized fizzler effect, however it is the only known one that exists.
* '''Cleanser_edge_1''' - A larger more messy effect, that is used for larger fizzlers, mainly this effect is only to be used at the fizzler's source.
 
== Step 2 ==
[[Image:Trigger portal cleanser.JPG|thumb|right|250px]]
The first thing that needs to be created is the doorway that will act as the fizzler holder. You can also use a prop for this effect as well, however for the purpose of this tutorial a model will be used.
 
{{Note|You can make a fizzler any size you want for your map, it will just require more [[info_particle_system]] entities.}}
 
The available props for this is:
* '''models/props/portal_cleanser_1.mdl'''
 
To use as a base we need to create a [[trigger_portal_cleanser]], which in size should be ''124x128''. Note that this is the base size for a '''normal sized''' fizzler. Also the trigger should be just about '''2''' Units thick.
 
Go ahead and name it if you want, that way you can keep track of how many you might have.
 
{{Note|Don't forget to check "flags" to make sure '''Clients''' and '''Everything''' are selected. However if you don't want it to emancipate objects that pass through it, un-check ''Everything''.}} {{clr}}
 
== Step 3 ==
[[Image:Portal trigger Top.PNG|thumb|right|250px|The Top View.]]
Next is to make a [[prop_static]] with the world model of: '''models/props/portal_cleanser_1.mdl'''. Go ahead and clone it '''(Shift+Drag)''' and rotate the cloned prop to make it appears as in the picture above.
 
You are free to line up everything you have so far directly in a straight line, or you can change it to your liking.
 
Now there is one last thing to be done.{{clr}}
 
== Step 4 ==
[[Image:Portal Cleanser Final.PNG|thumb|right|250px]]
The last thing to put in is a [[info_particle_system]] entity, with the ''particle system name'' Property set to: '''portal_cleanser'''. Last to do is to make sure it aligns with your trigger right directly in the center of the brush itself.
 
Make sure to also have the particle effect start active.{{clr}}
 
== Theory ==
[[Image:Gear testchmb 010000.jpg|thumb|right|250px|The Final Product.]]
And thats it, now you're all done! Compile with vvis and vrad enabled and anything that walks through the fizzler should now automatically be fizzled. Good Luck.{{clr}}
 
== See also ==
* [[Portal Level Creation]]
 
[[Category:Level Design Tutorials]]
[[Category:Portal]]

Latest revision as of 20:04, 8 October 2025

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