New Features of Source: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
(duplicate page, redirecting)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
There are a number of new features and capabilities of the Source engine which the Half-Life 1 mapper may wish to take advantage of. This is not intended as a complete list of all new features, but should be enough to get you interested in exploring some of the new capabilities of the Source engine.
#REDIRECT [[New Features]]
 
For more reading on other aspects of map conversion, see [[Source_Mapping_Conversion|Source Mapping for Half-Life 1 Mappers]].
 
 
=Fire and Smoke=
 
There are two new entities which are excellent for creating fire and smoke effects. They are <code>env_fire</code> and <code>env_smoke</code>. They should be pretty self explanatory to use and create. If you aren't sure of what values to set, just use the default values you get when creating a new instance of these entities in Hammer.
 
 
=Steam and Fog=
 
To give your map fog, place an <code>env_fog_controller</code> entity in the map. Setting it's parameters control how "thick" the fog is in your map.
 
To create a steam jet (like you'd have in a broken pipe), create an <code>env_steam</code> entity. Point it the direction you want the steam jet to go, and trigger it to create a blast of steam.
 
 
=Rain and Snow=
 
To create rain or snow, place a <code>func_precipitation</code> brush entity covering the area where you want to have precipitation. Set it's attributes to the density and type of precipitation you want.
 
 
=Ropes and Wires=
 
To create hanging wires and ropes in your map (such as power lines), place a <code>move_rope</code> entity at both ends of where the line should be. Give one of them a name, and set the "Next Keyframe" value in the other to this name. You should see a line representing the wire/rope in Hammer's 3d view.
 
 
=Dust and Splashes=
 
To create a floating dust mote effect, make a <code>func_dustmotes</code> brush entity. The space in the entity will be filled with small floating dust motes. Very effective where you are simulating sunlight shining in a window for example.
 
To make a splash happen in water, place a <code>env_splash</code> point entity over the water surface where you want the splash to happen. When triggered, the entity creates a "splash" effect on the water's surface.
 
 
=Physics Objects=
 
If you want to make a brush based object be a "physics" object, make it a <code>func_physbox</code>.

Latest revision as of 01:59, 3 July 2005

Redirect to: