Creating a moving platform: Difference between revisions
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| {{ | {{lang|Creating a moving platform}} | ||
| |  | {{DISPLAYTITLE: Portal - Tutorial - Scaffolds}} | ||
| }} | {{back | Portal Level Creation}} | ||
| [[File:Train1.JPG|right|thumb|350px|Finished platform in [[Portal_Design_And_Detail|unfinished room]]]] | |||
| This tutorial covers the creation of a Scaffold in [[Portal]]. | |||
| == The Platform == | == The Platform == | ||
| [[File:MovingPlatformTut1.PNG|right|thumb|200px|Properties for Step 1. Click to enlarge.]] | |||
| 1. Create a prop_dynamic with the following settings: | 1. The first step is to insert the model of the platform. Create a [[prop_dynamic]] with the following settings: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| !  Property Name || Value | !  Property Name || Value | ||
| Line 18: | Line 22: | ||
| | Parent || platform1_train | | Parent || platform1_train | ||
| |} | |} | ||
| [[File:MovingPlatformTut2.PNG|right|thumb|200px|Properties for Step 2. Click to enlarge.]] | |||
| 2. Create a brush that is 120x120x2 with the texture glass/glasswindow_frosted_004. Place it inside the  | 2. The platform model does not have glass in it; this must be created manually. Create a brush that is 120x120x2 with the texture glass/glasswindow_frosted_004. Place it inside the platform model so that it lines up perfectly with the edges (you may need to set the grid scale to 2 or 1 temporarily). Tie it to a [[func_tracktrain]] with these settings: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| !  Property Name || Value | !  Property Name || Value | ||
| Line 43: | Line 48: | ||
| | Initial Speed || 40 | | Initial Speed || 40 | ||
| |} | |} | ||
| :Also, ensure no user control is checked.  | :Also, ensure no user control is checked. | ||
| [[File:MovingPlatformTut3.PNG|right|thumb|200px|Properties for Step 3. Click to enlarge.]] | |||
| 3.  | 3. To add an energy effect underneath the platform, create an [[env_citadel_energy_core]] [[point entity]], place it under the model, and set these values: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| !  Property Name || Value | !  Property Name || Value | ||
| Line 60: | Line 66: | ||
| == The Path == | == The Path == | ||
| {{More screenshots}} | |||
| 1. Create a path_track, center it in the very center of platform1_train. Set these values: | 1. Create a [[path_track]], center it in the very center of platform1_train. This will be the starting waypoint for the path the platform follows. Set these values: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| !  Property Name || Value | !  Property Name || Value | ||
| Line 73: | Line 80: | ||
| :Set the flag teleport to this path_track if you have a one direction system. | :Set the flag teleport to this path_track if you have a one direction system. | ||
| : | :Also set these outputs: | ||
| ::{| class=standard-table | ::{| class=standard-table | ||
| !   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | !   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnPass || platform1_train || Stop || 0 || 0 || No | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnPass || platform1_train || Resume || 0 || 1 || No | ||
| |} | |} | ||
| 2. Create as many path_track entities as  | 2. Create as many path_track entities as desired. Ensure they stay the same height, and follow the same numbers. Also make sure the last path_track 's keyvalue ''Next stop target'' points back to the first path_track if the platform is intended to travel in a loop. | ||
| 3.  | 3. Compile and test the map before continuing. | ||
| == The Rail == | == The Energy Rail == | ||
| {{More screenshots}} | |||
| 1. Create a brush 12x2 and set it around  | 1. Create a brush 12x2 and set it around the path. Texture it with effects/light_rail_beam1. Turn it to a [[func_brush]] with these settings: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| Line 99: | Line 106: | ||
| |} | |} | ||
| 2. Place  | 2. Place [[info_target]]s at each bend or end of the rail brushes. The active energy rail beam effect will travel between these targets. Name them something like platform1_target1, platform1_target2, etc. | ||
| 3. Create an env_beam for each  | 3. Create an [[env_beam]] for each straight section of track. Set the following: | ||
| :{| class=standard-table | :{| class=standard-table | ||
| !  Property Name || Value | !  Property Name || Value | ||
| Line 129: | Line 136: | ||
| == Props == | == Props == | ||
| {{More screenshots}} | |||
| 1. Add props at the end of  | 1. Add props at the end of the rails. Also under the corners. These decorative props will appear to be creating and directing the energy rail beam. | ||
| : Some props are : | : Some props are : | ||
| :: models/props/light_rail_wall_emitter.mdl | :: models/props/light_rail_wall_emitter.mdl | ||
| Line 136: | Line 143: | ||
| :: models/props/light_rail_corner.mdl | :: models/props/light_rail_corner.mdl | ||
| 2. Add an env_citadel_energy_core that points at the base of the prop. Set these to start on with a scale of .5 | 2. Add an [[env_citadel_energy_core]] that points at the base of the prop. Set these to start on with a scale of .5 | ||
| == Enabling ==   | == Enabling ==   | ||
| 1. To enable  | 1. To enable the train use these outputs: | ||
| ::{| class=standard-table | ::{| class=standard-table | ||
| !   || My Output || Target Entity || Target Input || Parameter || Delay ||  Only Once | !   || My Output || Target Entity || Target Input || Parameter || Delay ||  Only Once | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnTrigger || platform1_beam || Color || 176 217 247 || 0 || No | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnTrigger || platform1_beam || Width || 10 || 0 || No | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnTrigger || platform1_core || StartDischarge || 0 || 0 || No | ||
| |- | |- | ||
| | [[ | | [[File:Io11.png]] || OnTrigger || platform1_train || SetSpeed || 40 || 2 || No | ||
| |} | |} | ||
| Line 158: | Line 165: | ||
| == External links == | == External links == | ||
| * [http:// | * [http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=189 Example map] Example map using this tutorial. VMF included. | ||
| [[Category:Portal]] | [[Category:Portal]] | ||
| [[Category:Level Design]] | |||
| [[Category:Tutorials]] | |||
Latest revision as of 18:27, 7 January 2024
Warning: Display title "Portal - Tutorial - Scaffolds" overrides earlier display title "Creating a moving platform".
This tutorial covers the creation of a Scaffold in Portal.
The Platform
1. The first step is to insert the model of the platform. Create a prop_dynamic with the following settings:
- Property Name - Value - World Model - models/props/light_rail_platform.mdl - Name - platform1_model - Parent - platform1_train 
2. The platform model does not have glass in it; this must be created manually. Create a brush that is 120x120x2 with the texture glass/glasswindow_frosted_004. Place it inside the platform model so that it lines up perfectly with the edges (you may need to set the grid scale to 2 or 1 temporarily). Tie it to a func_tracktrain with these settings:
- Property Name - Value - Name - platform1_train - Height above track - 0 - Change angles - never - Move sound - Portal.horizontal_lift_move - Volume - 2 - Max pitch - 100 - Min pitch - 80 - First stop target - platform1_s1 - Max speed - 40 - Initial Speed - 40 
- Also, ensure no user control is checked.
3. To add an energy effect underneath the platform, create an env_citadel_energy_core point entity, place it under the model, and set these values:
- Property Name - Value - Name - platform1_core - Parent - platform1_train - Pitch Yaw Roll - 90 0 0 - Scale - .5 
- Set the flag to start on if desired.
The Path

You can upload screenshots at Special:Upload. For help, see the Help:Images.
1. Create a path_track, center it in the very center of platform1_train. This will be the starting waypoint for the path the platform follows. Set these values:
- Property Name - Value - Name - platform1_s1 - Next stop target - platform1_s2 - Orientation type - no change 
- Set the flag teleport to this path_track if you have a one direction system.
- Also set these outputs:
2. Create as many path_track entities as desired. Ensure they stay the same height, and follow the same numbers. Also make sure the last path_track 's keyvalue Next stop target points back to the first path_track if the platform is intended to travel in a loop.
3. Compile and test the map before continuing.
The Energy Rail

You can upload screenshots at Special:Upload. For help, see the Help:Images.
1. Create a brush 12x2 and set it around the path. Texture it with effects/light_rail_beam1. Turn it to a func_brush with these settings:
- Property Name - Value - Fx color - 225 252 253 - Solidity - Never Solid 
2. Place info_targets at each bend or end of the rail brushes. The active energy rail beam effect will travel between these targets. Name them something like platform1_target1, platform1_target2, etc.
3. Create an env_beam for each straight section of track. Set the following:
- Property Name - Value - Beam color - 38 50 68 - Brightness - 255 - Ending entity - (your info_target) - Life - 0 - Name - platform1_beam - Render FX - Fast Wide Pulse - Sprite name - materials/Effects/laser1.vmt - Start entity - (your info_target) - Texture scroll rate - 2 - Width - 4 
Set it to start on.
Props

You can upload screenshots at Special:Upload. For help, see the Help:Images.
1. Add props at the end of the rails. Also under the corners. These decorative props will appear to be creating and directing the energy rail beam.
- Some props are :
- models/props/light_rail_wall_emitter.mdl
- models/props/light_rail_endcap.mdl
- models/props/light_rail_corner.mdl
 
2. Add an env_citadel_energy_core that points at the base of the prop. Set these to start on with a scale of .5
Enabling
1. To enable the train use these outputs:
See also
External links
- Example map Example map using this tutorial. VMF included.


























