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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 == | ||
[[File:MovingPlatformTut1.PNG|right|thumb|200px|Properties for Step 1. Click to enlarge.]] | |||
1. The first step is to insert the model of the platform. Create a [[prop_dynamic]] with the following settings: | |||
:{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| World Model || models/props/light_rail_platform.mdl | |||
|- | |||
| Name || platform1_model | |||
|- | |||
| Parent || platform1_train | |||
|} | |||
[[File:MovingPlatformTut2.PNG|right|thumb|200px|Properties for Step 2. Click to enlarge.]] | |||
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 | |||
! Property Name || Value | ! Property Name || Value | ||
|- | |- | ||
| Change angles || | | 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. | |||
[[File:MovingPlatformTut3.PNG|right|thumb|200px|Properties for Step 3. Click to enlarge.]] | |||
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 | |||
! 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 == | |||
{{More screenshots}} | |||
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 | |||
! 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: | |||
::{| class=standard-table | |||
! || 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 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 == | |||
{{More screenshots}} | |||
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 | |||
! Property Name || Value | |||
|- | |||
| Fx color || 225 252 253 | |||
|- | |||
| Solidity || Never Solid | |||
|} | |||
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 straight section of track. Set the following: | |||
:{| class=standard-table | |||
! 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 == | |||
{{More screenshots}} | |||
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: | |||
::{| class=standard-table | |||
! || 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 | |||
|} | |||
== See also == | |||
* [[Portal Level Creation]] | |||
== External links == | |||
* [http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=189 Example map] Example map using this tutorial. VMF included. | |||
[[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.