Ricochet Level Creation/Bouncer: Difference between revisions

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{{LanguageBar|title = Ricochet Level Creation/Bouncer}}
 
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 <code>[[func_wall]]</code> entity, with rendermode "texture" (2) and renderamt 255. Place it 32 units above a pad.
 
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.
 
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.
 
After doing that, select both brushes and turn them 15-45° vertically while holding down {{Key|Shift}}. Do '''not''' rotate the textures.
 
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: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: