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'''Aperture Science''' is the mysterious research corporation behind the plot of [[Portal]].


According to [http://www.aperturescience.com its website], Aperture was founded by [[Cave Johnson]] in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'
Aperture eventually created the [[weapon_portalgun|Aperture Science Handheld Portal Device]], and built the [[Aperture Science Enrichment Center]] to test it. They also created [[GLaDOS]] in response to the news that [[Black Mesa]] was working on a similar portal technology.
The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS.
<nowiki>The Company's Slogan: Aperture Science: We do what we must, because we can.  </nowiki>
[[Category:Half-Life Continuity]]
== Making GLaDOS Speak ==
{{otherlang2
|ru=Making_GLaDOS_speak:ru
}}
== Using preset sounds ==
It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an {{ent|ambient_generic}}, but this has an unfortunate downside: <code>ambient_generic</code> entities continue to play even when the game is paused (hence the "ambient" part of the entity name).
In Valve's maps, a {{ent|logic_choreographed_scene}} is used instead. Here's how to make GLaDOS speak in your own maps with a <code>logic_choreographed_scene</code> entity:
#Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
#Inside the room, create a {{ent|generic_actor}} entity. Set the entity's model to '''models/props/metal_box.mdl''' or something similar. ''The model doesn't really matter, but Valve uses metal_box in their maps because the map already uses that model in most cases (thus saving memory).''
#Set the <code>generic_actor</code>'s Name property to '''Aperture_AI''' (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function).
#Create a <code>logic_choreographed_scene</code> in your play area and set the Scene property to whatever scene you want to play.
{{Note|If you are making a scene for cameras, you might want to try the following scenes out.}}
There are also many scenes that can be made for special use, including things like weighted storage cubes, and cameras.
'''Cameras'''
{{Note|As soon as you put an Aperture_AI, GLaDOS will automatically play one of the following scenes when a camera gets detached.}}
{{Note|After all five scenes have been played, GLaDOS will cease to randomly play the scenes and only play the fifth one.}}
* '''scenes\general\generic_security_camera_destroyed-1.vcd'''
* '''scenes\general\generic_security_camera_destroyed-2.vcd'''
* '''scenes\general\generic_security_camera_destroyed-3.vcd'''
* '''scenes\general\generic_security_camera_destroyed-4.vcd'''
* '''scenes\general\generic_security_camera_destroyed-5.vcd'''
'''Storage Cubes'''
* '''general\ai_box_fried.vcd'''
* '''general\ai_box_lost.vcd'''
Now, just trigger the <code>logic_choreographed_scene</code> entity and listen to GLaDOS speak!
== Custom sounds ==
You can put in your own sounds for GLaDOS's voice if you like - just follow these steps:
{{Note|You should know about making triggers, inputs and outputs already before trying this!}}
# Create your sound and place it in "~/USERNAME/portal/portal/sound/MAPNAME/"
# Place an <code>ambient_generic</code> anywhere in your map - preferably near the trigger that will activate it.
# Open the "Sound Name" field in the <code>ambient_generic</code>'s properties and browse for your sound name.
# Make a name for your <code>ambient_generic</code>, trigger it with a PlaySound input from somewhere, and it should work.
=== Important notes ===
* Your audio file needs to be a .wav file, preferably 22050 Hz Sample Rate and Playback Rate.
* When distributing the map, you will need to either package the sound with the map or use bspzip to add the files to your .bsp if you want the sounds to be heard by recipients of your map.
** If you use bspzip, make sure to use all lowercase letters on everything and to use the .bsp internal sound folder of "/sound/MAPNAME/sound.wav"
* If things don't work correctly, try to trigger the sound in-game, then look at the developer's console and see if it gives you an error; this can be a valuable troubleshooting tool.
* All scenes from the GLaDOS' chamber requires a generic_actor named tim_larkin.
== See also ==
* [[Portal Level Creation]]
[[Category:Level Design Tutorials]]
[[Category:Portal]]
== Chell ==
''Chell'' is the player character in ''[[Portal]]'' and ''[[Portal 2]]''. Little is known of her, other than that she is dressed in test-subject attire and wears heel-springs to protect her from fall damage.
Unlike [[Gordon Freeman]], a Chell model exists and she is visible in-game. The mechanics of portals required the player character to be visible.
{{stub}}
== Cube (Portal 2) ==
[[File:portal2_cube_types.jpg|thumb|right|500px|Cube types.]]
'''Cubes''' are portable objects in the Portal series. A cube can be placed on a [[Button (Portal 2)|button]] to activate it.
Various kinds of cubes exist in [[Portal 2]]. The standard cube changes color when it triggers a [[Button (Portal 2)|button]]. The edgeless cube acts the same, but is ball-shaped, and may be placed in a special button-receptacle. The pivot cube (also known as a redirection cube) can redirect a [[Discouragement Beam|discouragement beam]]. The companion and underground cubes are themed, but functionally the same as the standard cube. Frakenturrets are also functionally the same, but under certain conditions will jump around.
==Cube==
[[prop_weighted_cube]] - The entity
models/props/metal_box.mdl - The world model
portal_weighted_cube - in game command line
There are also reflector cubes which can redirect [[env_portal_laser]]'s
==Dropper==
[[Category:Portal 2 Level Design]]

Latest revision as of 19:58, 21 April 2025