Creating a portal elevator: Difference between revisions
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===The Paths=== | |||
[[Image:Eletut_(7).jpg|right|thumb|Step 8]] | |||
Place two paths in the center of the room. Call the first one elevator1_path1, and the second one elevator1_path2. Do not set the second path to point to anything. | |||
Enable props and test the map using ent_fire. Determine if the paths need to be repositioned. In my case I needed to move it back 8 units and down 16. | |||
==The Details== | ==The Details== | ||
===Beams=== | ===Beams=== | ||
[[Image:Eletut_(8).jpg|right|thumb|Step 9]] | |||
Place an info_particle system with the following values: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || elevator1_beam | |||
|- | |||
| Parent || elevator1_train | |||
|- | |||
| Particle System Name || elevator_beam | |||
|- | |||
| Start Active || Yes | |||
|} | |||
Place an env_citidel_energy_core with these settings: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || elevator1_core | |||
|- | |||
| Parent || elevator1_train | |||
|} | |||
===Lights=== | ===Lights=== | ||
[[Image:Eletut_(9).jpg|right|thumb|Step 10]] | |||
Place two env_lights with the following settings: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || elevator1_lights | |||
|- | |||
| Appearence || Slow strobe | |||
|- | |||
| Brightness || 183 204 218 60 | |||
|- | |||
| Brightness HDR || 183 204 218 40 | |||
|} | |||
Also, set initially dark. | |||
===Sounds=== | ===Sounds=== | ||
[[Image:Eletut_(10).jpg|right|thumb|Step 11]] | |||
Place three sounds, with their source set to the elevator model. | |||
They should be: | |||
* Portal.elevator_chime | |||
* Portal.elevator_start | |||
* Doors.FullClose11 | |||
Name them something unique. | |||
===Shake=== | ===Shake=== | ||
Add an env_shake with these settings: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Duration || 2 | |||
|- | |||
| Name || elevator1_shake | |||
|- | |||
| Parent || elevator1_train | |||
|} | |||
==The Trigger== | ==The Trigger== |
Revision as of 22:40, 26 January 2009

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Introduction
It is a common misconception that making a elevator in portal is very hard. It is, however a very simple process. If it is created properly, it can be turned into a prefab and easily duplicated.
The Base
The first thing to do is to build the base for the elevator. This consists of brushes and func details. It is the fastest part of the process.
The Landing
A landing is really easy to make. It consists of 7 walls and a floor and ceiling with a similar hole. It can be easily recreated form the image on the right. When you have finished your first landing, texture it and group it. It can be easily duplicated for the bottom landing.
The Shaft
The shaft is also very easy. It consists of 3 parts. A top cap, a middle piece, and a bottom cap. Walls are 192*16, and textured with plasticwall002a. The caps are 64 units tall, and the center piece is 384 units.
The Shaft Details
Create 4 16*16 sized brushes and place them in each corner. They should be turned into a func_detail. Next, create a block that is 8*8*160. Texture it with plasticwall002a as well. Then slice it into 3 pieces vertically, that are 2, 4, and 2 respectively. Take the center piece and resize it to be 2 units wide, instead of 8. Texture it with white008. Duplicate this piece to from a square. Make it a func_detail and place one every 64 units in the center shaft.
The Landing Details
Place the elevator landing prop in the center of the landing. You may choose to add the 16 light beams, however for such a time consuming process, it is easier to copy it from the example map. Note: All original portal maps have a misplaced light beam. If copying it, you may wish to move it into place. Place the platform rings in place. The top of these rings align to the top of the platform room. Copy the landing details to the second landing.
The Elevator
The Props
Place a prop_dynamic with these settings in the lower landing.
Property Name | Value |
---|---|
Name | elevator1_model |
Parent | elevator1_train |
World Model | models/props/round_elevator_body.mdl |
The TrackTrain
Hide world details and make a func_tracktrain out of invisible brushes as shown.
Property Name | Value |
---|---|
Change Angles | None |
First Stop Target | elevator1_path1 |
Height Above Track | 0 |
Max Speed | 65 |
Name | elevator1_train |
Stop Sound | eli_lab.elevator_stop |
Volume | 1 |
Check every flag except Fixed Orient, and Use Max Speed. Set these settings:
The CrazyBlock
Create an invisible brush and place it as shown. This will stop a player from getting stuck in the door when collisions are enabled.
Property Name | Value |
---|---|
Name | elevator1_block |
Parent | elevator1_train |
Start Disabled | Yes |
The Paths
Place two paths in the center of the room. Call the first one elevator1_path1, and the second one elevator1_path2. Do not set the second path to point to anything. Enable props and test the map using ent_fire. Determine if the paths need to be repositioned. In my case I needed to move it back 8 units and down 16.
The Details
Beams
Place an info_particle system with the following values:
Property Name | Value |
---|---|
Name | elevator1_beam |
Parent | elevator1_train |
Particle System Name | elevator_beam |
Start Active | Yes |
Place an env_citidel_energy_core with these settings:
Property Name | Value |
---|---|
Name | elevator1_core |
Parent | elevator1_train |
Lights
Place two env_lights with the following settings:
Property Name | Value |
---|---|
Name | elevator1_lights |
Appearence | Slow strobe |
Brightness | 183 204 218 60 |
Brightness HDR | 183 204 218 40 |
Also, set initially dark.
Sounds
Place three sounds, with their source set to the elevator model. They should be:
- Portal.elevator_chime
- Portal.elevator_start
- Doors.FullClose11
Name them something unique.
Shake
Add an env_shake with these settings:
Property Name | Value |
---|---|
Duration | 2 |
Name | elevator1_shake |
Parent | elevator1_train |