Creating a wake-up bed: Difference between revisions
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{{ | {{lang|Creating_a_wake-up_bed}} | ||
| | {{DISPLAYTITLE: Portal - Tutorial - Bed}} | ||
}} | {{back | Portal Level Creation}} | ||
== Introduction == | == Introduction == | ||
Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it. | Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it. | ||
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===Start=== | ===Start=== | ||
[[ | [[File:Bed_tutorial_setup.jpg|right|thumb|Placing the info_player_start]] | ||
Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible. | Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible. | ||
<div style= | <div style="clear:both"></div> | ||
===Camera=== | ===Camera=== | ||
Place a point_viewcontrol somewhere near the bed. Its position does not matter. Do not rotate the camera, leave it at the default rotation. Call it blackout_cam and set its parent to blackout. Have only these three flags checked: Freeze player, Infinite hold time, and Snap to goal angles. | Place a point_viewcontrol somewhere near the bed. Its position does not matter. Do not rotate the camera, leave it at the default rotation. Call it blackout_cam and set its parent to blackout. Have only these three flags checked: Freeze player, Infinite hold time, and Snap to goal angles. | ||
===Other Entities=== | ===Other Entities=== | ||
Add a env_fade, set to fade from. Call it blackout_fade<br><br>Add an ambient_generic, call it bed_cover_sound, set its sound origin to bed_cover, and set its sound to ''Doors.FullClose14''. | Add a env_fade, set to fade from. Call it blackout_fade<br /><br />Add an ambient_generic, call it bed_cover_sound, set its sound origin to bed_cover, and set its sound to ''Doors.FullClose14''. | ||
===Logic=== | ===Logic=== | ||
[[ | [[File:Bed_tutorial_setup.jpg|right|thumb|Final Setup]] | ||
Create a logic_auto with the following outputs: | Create a logic_auto with the following outputs: | ||
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! || Output named || Target entities || Via this input || Parameter || Delay | ! || Output named || Target entities || Via this input || Parameter || Delay | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || blackout_cam || SetParentAttachment || vehicle_driver_eyes || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || blackout_cam || Enable || || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || blackout_fade || Fade || || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || bed_cover || SetAnimation || opening || 5.00 | ||
|- | |- | ||
||[[ | ||[[File:Io11.png]] || OnMapSpawn || bed_cover || SetDefaultAnimation || open || 5.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || bed_cover_sound || PlaySound || || 5.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnMapSpawn || blackout || SetAnimation || exit1 || 5.00 | ||
|} | |} | ||
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! || Output named || Target entities || Via this input || Parameter || Delay | ! || Output named || Target entities || Via this input || Parameter || Delay | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnAnimationDone || bed_cover || SetAnimation || closing || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnAnimationDone || bed_cover_sound || PlaySound || || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnAnimationDone || blackout_cam || Disable || || 0.00 | ||
|- | |- | ||
|[[ | |[[File:Io11.png]] || OnAnimationDone || bed_cover || SetDefaultAnimation || idle || 0.00 | ||
|} | |} | ||
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== External links == | == External links == | ||
* [http://forums. | * [http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=219 Example map] Example map using this tutorial. VMF included. | ||
[[Category:Portal]] | [[Category:Portal]] | ||
[[Category:Level Design]] | |||
[[Category:Tutorials]] | |||
[[Category:Sbrown Tutorials]] | [[Category:Sbrown Tutorials]] |
Latest revision as of 08:42, 8 January 2024
Warning: Display title "Portal - Tutorial - Bed" overrides earlier display title "Creating a wake-up bed".
Introduction
Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it.
Models
Create two prop_dynamic entities. One should be models\props\bed_body_reference.mdl and the other models\props\bed_cover_reference.mdl. Call the cover bed_cover. Disable shadows on both.
Blackout
Create another prop_dynamic. Call it blackout, with the model models\blackin.mdl. This model will provide the movement for the camera. Place the blackout model as shown. Disable shadows on the model.
Start
Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible.
Camera
Place a point_viewcontrol somewhere near the bed. Its position does not matter. Do not rotate the camera, leave it at the default rotation. Call it blackout_cam and set its parent to blackout. Have only these three flags checked: Freeze player, Infinite hold time, and Snap to goal angles.
Other Entities
Add a env_fade, set to fade from. Call it blackout_fade
Add an ambient_generic, call it bed_cover_sound, set its sound origin to bed_cover, and set its sound to Doors.FullClose14.
Logic
Create a logic_auto with the following outputs:
Set these for the blackout model:
Conclusion
This has the exact same function as the bed in the first chamber. It uses 1 sound entity (as the open and close sound are the exact same). It does not involve a teleporter, as it serves no logical purpose.
See also
External links
- Example map Example map using this tutorial. VMF included.