Creating an incinerator: Difference between revisions
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(Cleaning up grammer, etc. Havn't mapped much for Portal, so I can't say about accuracy.) |
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{{Back|Portal Level Creation}} | {{Back|Portal Level Creation}} | ||
== Introduction == | == Introduction == | ||
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator which when | In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator which will trigger a event when a something is put inside. | ||
== | === The Incinerator === | ||
The first | The first step would be | ||
<ol> | |||
<li>Create a [[prop_dynamic]] with "World Model" set to "<code>models/props_bts/glados_aperturedoor.mdl</code>". Name it "<code>incinerator</code>"<!-- for now>. Make a room under it textured with "<code>metal/metalwall048c_gradient</code>" for the walls and "<code>lights/light_orange001</code>" for the floor of it. now make a 2 unit tall brush (that is as wide the long as the bottom of your room) using the "<code>tools/toolstrigger</code>" texture. tie it to a [[trigger_once]] entity with the following properties: | |||
::{| class=standard-table | ::{| class=standard-table | ||
! Property Name || Value | ! Property Name || Value |
Revision as of 20:23, 30 December 2009
Introduction
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator which will trigger a event when a something is put inside.
The Incinerator
The first step would be
- Create a prop_dynamic with "World Model" set to "
models/props_bts/glados_aperturedoor.mdl
". Name it "incinerator
"