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== Introduction ==
{{LanguageBar|Creating a button and door}}
In this tutorial you will learn how to create a 1500-Megawatt Aperture Science Heavy-Duty Supercolliding Superbutton which when stepped on or weighted down with a box will open a specified door.
{{Back | Portal Level Creation}}
{{DISPLAYTITLE: Portal - Tutorial - Floor Button}}
{{toc-right}}


== The door setup ==
This tutorial will show step-by-step how to create the '''floor button''', a test element commonly seen throughout the [[Portal]] test chambers. The floor button is activated by a [[Box dropper|weighted storage cube]] being placed on it, or when a player stands on it, and it can be used to trigger other test elements such as doors, platforms and elevators.
First thing is to make the door which will open on activation of the button.


=== Door frame ===
{{clr}}
Create a [[prop_static]] in your door way. The ''World Model'' should be set to "<code>models/props/door_01_frame_reference.mdl</code>" or "<code>models/props/door_01_frame_wide_reference.mdl</code>" (either one works).


=== Doors ===
== Construction ==
[[Image:Buttonanddoor1.jpg|right|thumb|How to align the <code>func_door</code>.]]
=== Base Brush ===
1. Create a [[prop_dynamic]] with the following settings:
[[File:Floor button base.png|300px|thumb|right|Base Brush]]
::{|
Create a <code>128L*128W*8H</code> [[brush]] and tie it to a <code>[[func_detail]]</code>. Texture the sides of the brush with ''signage/hazard_orange_03b'' texture the top with <code>concrete/concrete_modular_floor001a</code>, and texture the bottom with <code>[[Tool_textures#nodraw|tools/toolsnodraw]]</code>.
!  Property Name || Value
{{clr}}
|-
 
| World Model || models/props/door_01_lftdoor_reference.mdl
=== Corner Overlays ===
|-
[[File:Floor button overlays.png|300px|thumb|right|Corner Overlays]]
| Name || door_left_model
Place four [[Hammer Overlay Tool|overlays]] with the texture <code>signage/overlay_button_accent</code> on top of the brush. Position them in the corners and rotate them so they look like in the picture on the right.
|}
 
Align it to the left, inside of the door frame.
{{clr}}
 
=== Button Model Bottom ===
[[File:Floor button prop base.png|300px|thumb|right|Button Model Bottom]]
Create a <code>[[prop_static]]</code> entity and set its ''World Model'' to <code>models/props/button_base_reference.mdl</code>. Position it in the middle on top of the base brush. Rotate it so that the sign with a box and an arrow on the rim of the button faces the way the player will enter the room.
 
{{clr}}


2. Create a <code>56Lx8Wx104H</code> block brush with texture [[nodraw]] centered and inside the door model. Tie it to a [[func_door]] entity with the following settings:
=== Brush Door ===
::{|
[[File:Floor button door.png|300px|thumb|right|Brush Door]]
!  Property Name || Value
Create a <code>60L*60W*8H</code> eight-sided [[Primitive#Cylinder | cylinder]] textured with <code>tools/toolsnodraw</code> above the base brush, in the same place as the button base prop. Tie this brush to a <code>[[func_door]]</code> entity, go to the flags tab to make sure that all flags are unchecked and then set the following keyvalues:
{| class="standard-table sortable"
|-
|-
| Name || door_left
! Property Name !! Value
|-
|-
| Speed || 250
| Name || floor_button_door
|-
|-
| Stop Sound || Doors.FullClose8
| Speed || 25
|-
| Delay before Reset || -1
|-
|-
| Lip || 12
| Delay Before Reset || -1
|-
|-
| Move Direction || (This will be different for which way your door is facing)
| Move Direction || {{vec3|90|0|0}}
|}
|}
Also make sure that you un-check ''Touch opens'' under ''Flags''.


The best way to ensure you have the correct Move Direction is to first mark the direction on the circular indicator, then round to the nearest 90 degrees (so long as your doors are intended to be square with the Hammer coordinate system).
{{clr}}
{{note|You can also put a blocking damage if you don't want the player to get stuck inside it. Also, you can turn on Forced Closed for it to close even if the player tried to jam it open with a camera or cube.}}
 
[[Image:Buttonanddoor2.jpg|right|thumb|Final door.]]
=== Button Model Top ===
3. Repeat steps 1-3 but change the following:
[[File:Floor button origins.png|300px|thumb|right|Button Model Top]]
For the <code>prop_dynamic</code>:
Create a <code>[[prop_dynamic]]</code> entity. Set its ''World Model'' to <code>models/props/button_top_reference.mdl</code>, set its ''Pitch Yaw Roll (Y Z X)'' to the same as the button base prop's and set its ''Parent'' to <code>floor_button_door</code>. Finally, position it in the same place as the base prop, except the origin of the button prop should be 2 units above the origin of the base prop.
::{|
 
!  Property Name || Value
{{clr}}
|-
 
| World Model || models/props/door_01_rtdoor_reference.mdl
=== Pressed Trigger ===
|-
[[File:Floor button triggers.png|300px|thumb|right|Pressed Trigger]]
| Name || door_right_model
Create a <code>48L*48W*2H</code> brush textured with <code>[[Tool textures#trigger|tools/toolstrigger]]</code>. Tie this brush to a <code>[[trigger_multiple]]</code> entity and set its ''Name'' to <code>floor_button_trigger_player</code>. Go to its flags and make sure ''Clients'' is the only flag that is checked.
|}
And for the func_door:
::{|
!  Property Name || Value
|-
| Name || door_right
|-
| Move Direction || (The opposite of the move direction for the left door)
|}


4. Set the parent of <code>door_left_model</code> (the <code>prop_dynamic</code>) to "door_left". Also set the parent of <code>door_right_model</code> to "door_right".


== The button ==
Next create a <code>8L*8W*2H</code> eight-sided cylinder brush, also textured with <code>tools/toolstrigger</code> in the same place as the <code>floor_button_trigger_player</code> brush and tie it to a <code>trigger_multiple</code> entity. Set its ''Name'' to <code>floor_button_trigger_box</code> and make sure only the ''Physics Objects'' flag is checked. Next, set its ''Filter Name'' to <code>filter_boxes</code>. If you have created a [[box dropper]] in your level, you should already have this entity, but if you don't, create a new <code>[[filter_activator_name]]</code> entity with the ''Name'' <code>filter_boxes</code> and set its filter to the name of your weighted storage cube.
=== Models ===
[[Image:Buttonanddoor3.jpg|right|thumb|How to align the button models.]]
1. Create a <code>prop_static</code> with a ''World Model'' of "<code>models/props/button_base_reference.mdl</code>".


2. Create a <code>prop_dynamic</code> aligned on top of the <code>prop_static</code> with the following settings:
::{|
!  Property Name || Value
|-
| World Model || models/props/button_top_reference.mdl
|-
| Name || button_top_model
|}


=== Movement ===
Now add the following outputs to <code>floor_button_trigger_player</code>:
1. Next create a <code>58Wx59Lx9H</code> cylinder brush with 8 sides and textured with [[Tool textures|nodraw]]. Move this brush right underneath your <code>prop_dynamic</code>. Tie the cylinder to a [[func_door]] with the following settings:
{| {{OutputsTable}}
::{|
!  Property Name || Value
|-
|-
| Name || button_top_door
| [[File:Io11.png]] || OnEndTouchAll || floor_button_door || Close || &nbsp; || 0.00 || No
|-
|-
| Speed || 25
| [[File:Io11.png]] || OnEndTouchAll || floor_button_trigger_box || Enable || &nbsp; || 0.00 || No
|-
|-
| Delay before Reset || -1
| [[File:Io11.png]] || OnStartTouch || floor_button_door || Open || &nbsp; || 0.00 || No
|-
|-
| Move Direction || 90 0 0 (or Down)
| [[File:Io11.png]] || OnStartTouch || floor_button_trigger_box || Disable || &nbsp; || 0.00 || No
|}
|}
Also make sure nothing is checked under ''Flags''.


2. Set the Parent of <code>button_top_model</code> to be "button_top_door".


=== Triggers ===
Next, add the following outputs to <code>floor_button_trigger_box</code>:
[[Image:Buttonanddoor4.jpg|right|thumb|The larger trigger_multiple.]]
{| {{OutputsTable}}
1. Create a <code>48Wx48Lx1H</code> block brush with [[Tool textures|trigger texture]] applied. Place it right on top of the <code>button_top_model</code>. Tie this brush to a [[trigger_multiple]] with the following settings:
|-
::{|
| [[File:Io11.png]] || OnEndTouchAll || floor_button_door || Close || &nbsp; || 0.00 || No
!  Property Name || Value
|-
| [[File:Io11.png]] || OnEndTouchAll || floor_button_trigger_player || Enable || &nbsp; || 0.00 || No
|-
|-
| Name || button_trigger_player
| [[File:Io11.png]] || OnStartTouch || floor_button_door || Open || &nbsp; || 0.00 || No
|}
We will set up the Output later. Also make sure to only have the flag: ''Client'' set.
[[Image:Buttonanddoor5.jpg|right|thumb|The smaller trigger_multiple.]]
2. Next create a <code>7Wx7Lx1H</code> cylinder brush with 8 sides and textured with trigger texture applied. Put this brush directly on top and in the center of the <code>button_top_model</code> and tie it to a <code>trigger_multiple</code> with the following settings:
::{|
!  Property Name || Value
|-
|-
| Name || button_trigger_box
| [[File:Io11.png]] || OnStartTouch || floor_button_trigger_player || Disable || &nbsp; || 0.00 || No
|}
|}
And only the following Flags are checked:


* Physics Objects
{{clr}}


We will set up the Output later.


3. Create a [[filter_activator_name]] nearby your button with the following settings:
=== Interaction Sounds ===
::{|
[[File:Floor button ambients.png|300px|thumb|right|Interaction Sounds]]
!  Property Name || Value
Create two <code>[[ambient_generic]]</code> entities near the button.
|-
| Name || button_filter_boxes
|-
| Filter Name || (The name your box entity has)
|}


4. Select your <code>button_trigger_box</code> trigger and set the Filter Name to "button_filter_boxes".


5. Create two [[ambient_generic]] entities and give one the following settings:
Set the following keyvalues on the first one:
::{|
{| class="standard-table sortable"
! Property Name || Value
|-
! Property Name !! Value
|-
|-
| Name || button_down
| Name || button_down
Line 133: Line 100:
| Sound Name || Portal.button_down
| Sound Name || Portal.button_down
|-
|-
| Source Entity Name || button_top_model
| SourceEntityName || floor_button_door
|}
|}
and the other with
 
::{|
 
! Property Name || Value
Set the following keyvalues on the second one:
{| class="standard-table sortable"
|-
! Property Name !! Value
|-
|-
| Name || button_up
| Name || button_up
Line 143: Line 113:
| Sound Name || Portal.button_up
| Sound Name || Portal.button_up
|-
|-
| Source Entity Name || button_top_model
| SourceEntityName || floor_button_door
|}
|}


6. Now go back and select the cylinder <code>func_door</code> brush under the button, "button_top_door" and setup the Outputs as below:
 
::{|
Next, add the following outputs to <code>floor_button_door</code>:
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
{| {{OutputsTable}}
|-
| [[Image:Io11.png]] || OnClose || door_left || Close || <none> || 0.00 || No
|-
|-
| [[Image:Io11.png]] || OnClose || door_right || Close || <none> || 0.00 || No
| [[File:Io11.png]] || OnClose || button_up || PlaySound || &nbsp; || 0.00 || No
|-
|-
| [[Image:Io11.png]] || OnClose || button_up || PlaySound || <none> || 0.00 || No
| [[File:Io11.png]] || OnOpen || button_down || PlaySound || &nbsp; || 0.00 || No
|-
| [[Image:Io11.png]] || OnOpen || door_left || Open || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnOpen || door_right || Open || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnOpen || button_down || PlaySound || <none> || 0.00 || No
|}
|}


7. Select the larger <code>trigger_multiple</code>, "button_trigger_player" and setup the Output as below:
{{clr}}
::{|
 
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
 
|-
=== Lighting ===
| [[Image:Io11.png]] || OnEndTouchAll || button_trigger_box || Enable || <none> || 0.00 || No
[[File:Floor button light.png|300px|thumb|right|Lighting]]
|-
Create a <code>[[light]]</code> entity in the middle of the base prop, 8 units above the base brush. Set the following keyvalues on it and the button should now be finished, ready to be implemented in a map:
| [[Image:Io11.png]] || OnEndTouchAll || button_top_door || Close || <none> || 0.00 || No
{| class="standard-table sortable"
|-
|-
| [[Image:Io11.png]] || OnStartTouch || button_trigger_box || Disable || <none> || 0.00 || No
! Property Name !! Value
|-
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
|}
8. Select the smaller, cylinder <code>trigger_multiple</code>, "button_trigger_box" and setup the Output as below:
::{|
!   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnEndTouchAll || button_trigger_player || Enable || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnEndTouchAll || button_top_door || Close || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnStartTouch || button_trigger_player || Disable || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
|}
[[Image:Buttonanddoor6.jpg|right|thumb|The final product.]]
9. Finally, create a [[light]] entity underneath the top of the button but still inside the base. Give it the following properties:
::{|
Property Name || Value
|-
|-
| Brightness || 251 159 57 30
| Brightness || 251 159 57 30
Line 196: Line 139:
| BrightnessHDR || 251 159 57 20
| BrightnessHDR || 251 159 57 20
|}
|}
{{Note|The light should be '''2''' Units above the original base ground that the main base Button model is on, in order to cast correctly.}}


You have now created a button which will open a door by a player standing on the button or a box weighing it down. Only those two things will work on it.
{{clr}}
{{clr}}


==Making a hole in the wall==
== Implementation ==
While this step is optional, and your door may be fully functional without it, your map will look especially awkward if you just have a door in the middle of a space, and even more so if you have walls around it to block the player before opening the door.  This step is simple enough, so it is recommended that you try it out.
[[File:Floor button ingame.png|300px|thumb|right|The floor button in-game]]
===Create a cylinder===
Place the button where it should be in the map. Add the outputs that should fire when the button is activated. The outputs that should be fired when the button is pressed should be the ''OnOpen'' output on <code>floor_button_door</code>, and similar the ''OnClose'' output when the button is released.
First, you will need the [[Block Tool]] to '''make a cylinder the same dimensions as your door.'''  It will be 128x128, but since you are carving open a wall, make it much thicker than your door.  32 or larger will do for most people, but make sure that it goes all the way through your wall.
 
If you don't know how to make a cylinder, just make a block brush as you normally would with the block tool, and on the right side of the screen, where you normally would type in entity names, change the top field to "primitives" and the bottom field to "cylinder".
 
Once you've done that, '''put it where you want your door to be when finished.'''
Note that it will go below the ground and into the floor.  In the next step you will need to move or resize the floor temporarily.
 
===Create the space for your door===
Next, you will need to '''place a wall where you want your door to be.'''  This will get a giant hole blown through it in the next step, so you will be able to place your door in it.
 
For performance reasons, don't just carve open a large wall that your door is on.  If your door is going to be in a large wall, make a seperate smaller brush for the space being carved. Carving into a large wall will make several large triangles, which may not affect the map, but will slow down gameplay a little bit, so don't make this brush too large.
 
Make SURE that when you put the cylinder in the wall, nothing else is touching it. That means you will have to move or resize the floor and any other objects out of the way, so the only thing that will be carved is the wall.
 
===Carving the hole===
Ok, now '''select the cylinder, (not the wall) and use the [[Carve Tool]].''' You can, like many other commands, use the keyboard shortcut (Ctrl+Shift+C) or right click in the 2D view and select Carve.  This will slice the wall (and anything else touching the selected object) into a group of triangles that form a hole where the selected object was, in this case, the wall.  From here you may grab your door (remember, both sides, with the nodraw brushes and the frame) and move it into the hole.  Congratulations!  You have just make a hole in the wall!
 
== The theory ==
This is the most basic button and door setup. You can also have the triggers turn off or on other things in the map, have them trigger a [[logic_choreographed_scene]] or just about anything. For the Portal feel you can have them trigger [[Creating indicator lights|Indicator Lights]] based on the button up or down status.
 
If you do decide to use [[Creating indicator lights|Indicator Lights]], then make sure to have the [[func_door]] (The Nodraw cylinder) Set Outputs when it closes, and opens. When it opens, set the texture Index to 1, and when it closes, set the texture index to 0, via a [[env_texturetoggle]] that controls the lights.
 
== See also ==
* [[Portal Level Creation]]
 
== External links ==
* [http://www.remmiz.com/portal/maps/buttondoortutorial.zip The tutorial map] - includes the source ([[VMF]]) and [[BSP]].


[[Category:Level Design Tutorials]]
[[Category:Portal]]
[[Category:Portal]]
[[Category:Level Design]]
[[Category:Tutorials]]

Latest revision as of 17:52, 18 July 2025

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Portal Level Creation

Warning: Display title "Portal - Tutorial - Floor Button" overrides earlier display title "Floor button".

This tutorial will show step-by-step how to create the floor button, a test element commonly seen throughout the Portal test chambers. The floor button is activated by a weighted storage cube being placed on it, or when a player stands on it, and it can be used to trigger other test elements such as doors, platforms and elevators.

Construction

Base Brush

Base Brush

Create a 128L*128W*8H brush and tie it to a func_detail. Texture the sides of the brush with signage/hazard_orange_03b texture the top with concrete/concrete_modular_floor001a, and texture the bottom with tools/toolsnodraw.

Corner Overlays

Corner Overlays

Place four overlays with the texture signage/overlay_button_accent on top of the brush. Position them in the corners and rotate them so they look like in the picture on the right.

Button Model Bottom

Button Model Bottom

Create a prop_static entity and set its World Model to models/props/button_base_reference.mdl. Position it in the middle on top of the base brush. Rotate it so that the sign with a box and an arrow on the rim of the button faces the way the player will enter the room.

Brush Door

Brush Door

Create a 60L*60W*8H eight-sided cylinder textured with tools/toolsnodraw above the base brush, in the same place as the button base prop. Tie this brush to a func_door entity, go to the flags tab to make sure that all flags are unchecked and then set the following keyvalues:

Property Name Value
Name floor_button_door
Speed 25
Delay Before Reset -1
Move Direction 90 0 0

Button Model Top

Button Model Top

Create a prop_dynamic entity. Set its World Model to models/props/button_top_reference.mdl, set its Pitch Yaw Roll (Y Z X) to the same as the button base prop's and set its Parent to floor_button_door. Finally, position it in the same place as the base prop, except the origin of the button prop should be 2 units above the origin of the base prop.

Pressed Trigger

Pressed Trigger

Create a 48L*48W*2H brush textured with tools/toolstrigger. Tie this brush to a trigger_multiple entity and set its Name to floor_button_trigger_player. Go to its flags and make sure Clients is the only flag that is checked.


Next create a 8L*8W*2H eight-sided cylinder brush, also textured with tools/toolstrigger in the same place as the floor_button_trigger_player brush and tie it to a trigger_multiple entity. Set its Name to floor_button_trigger_box and make sure only the Physics Objects flag is checked. Next, set its Filter Name to filter_boxes. If you have created a box dropper in your level, you should already have this entity, but if you don't, create a new filter_activator_name entity with the Name filter_boxes and set its filter to the name of your weighted storage cube.


Now add the following outputs to floor_button_trigger_player:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnEndTouchAll floor_button_door Close   0.00 No
Io11.png OnEndTouchAll floor_button_trigger_box Enable   0.00 No
Io11.png OnStartTouch floor_button_door Open   0.00 No
Io11.png OnStartTouch floor_button_trigger_box Disable   0.00 No


Next, add the following outputs to floor_button_trigger_box:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnEndTouchAll floor_button_door Close   0.00 No
Io11.png OnEndTouchAll floor_button_trigger_player Enable   0.00 No
Io11.png OnStartTouch floor_button_door Open   0.00 No
Io11.png OnStartTouch floor_button_trigger_player Disable   0.00 No


Interaction Sounds

Interaction Sounds

Create two ambient_generic entities near the button.


Set the following keyvalues on the first one:

Property Name Value
Name button_down
Sound Name Portal.button_down
SourceEntityName floor_button_door


Set the following keyvalues on the second one:

Property Name Value
Name button_up
Sound Name Portal.button_up
SourceEntityName floor_button_door


Next, add the following outputs to floor_button_door:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnClose button_up PlaySound   0.00 No
Io11.png OnOpen button_down PlaySound   0.00 No


Lighting

Lighting

Create a light entity in the middle of the base prop, 8 units above the base brush. Set the following keyvalues on it and the button should now be finished, ready to be implemented in a map:

Property Name Value
Brightness 251 159 57 30
BrightnessHDR 251 159 57 20

Implementation

The floor button in-game

Place the button where it should be in the map. Add the outputs that should fire when the button is activated. The outputs that should be fired when the button is pressed should be the OnOpen output on floor_button_door, and similar the OnClose output when the button is released.