Ricochet Level Creation/Bouncer: Difference between revisions

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{{otherlang2|
{{LanguageBar|title = Ricochet Level Creation/Bouncer}}
ru=:Ricochet Level Creation/Deflector:ru}}
 
{{Back|Ricochet Level Creation}}
This tutorial explains creation of one of [[Ricochet]] gameplay elements, the bouncer.
[[Image:Ricochet deflector.PNG|right|thumb|200px|Deflector in Hammer]]
 
[[Image:Deflector height.PNG|right|thumb|200px|Deflector above pad]]
First, create a 16 units tall, 8 units thick long [[brush]] and make it <code>[[func_wall]]</code> entity, with rendermode "texture" (2) and renderamt 255. Place it 32 units above a pad.
# Make (any)x8x16 brush in 64 units above [[Ricochet Level Creation/Pad|pad]]
 
# Paint its up and down sides with <tt>STRIP1A</tt> (0.25-scaled) texture, front and back with <tt>TRIM_YELLOW1</tt> (scale is 0.5) texture
Apply <code>TRIM_YELLOW1</code> texture to its horizontal sides, with Y scale being 0.5, and <code>STRIP1A</code> to the vertical sides, 7.5 or 10 times stretched by Y axis.
# Rotate brush 15-45° by Z axis.
 
# Clone deflector brush and paint it with <tt>AAATRIGGER</tt> texture
Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with <code>AAATRIGGER</code> texture, and make it <code>[[trigger_push]]</code> entity with speed of push being 0.
# Put new brush above deflector
 
# Convert new brush to <tt>trigger_push</tt>
After doing that, select both brushes and turn them 15-45° vertically while holding down {{Key|Shift}}. Do '''not''' rotate the textures.
[[Category:Level Design Tutorials]]
 
After all, you should get something like in this picture:
 
[[File:Ricochet bouncer.png|thumb|center|600px|Bouncer. [[Ricochet Level Creation/Bouncer/Example|Download this map]].]]
[[Category:Level Design]]
[[Category:Ricochet]]
[[Category:Ricochet]]

Latest revision as of 10:39, 12 July 2024

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This tutorial explains creation of one of Ricochet gameplay elements, the bouncer.

First, create a 16 units tall, 8 units thick long brush and make it func_wall entity, with rendermode "texture" (2) and renderamt 255. Place it 32 units above a pad.

Apply TRIM_YELLOW1 texture to its horizontal sides, with Y scale being 0.5, and STRIP1A to the vertical sides, 7.5 or 10 times stretched by Y axis.

Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with AAATRIGGER texture, and make it trigger_push entity with speed of push being 0.

After doing that, select both brushes and turn them 15-45° vertically while holding down Shift. Do not rotate the textures.

After all, you should get something like in this picture: