Creating an incinerator: Difference between revisions
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Warning:This tutorial is incomplete, and probally inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.
Warning:Missing step: How to open a hole between the incinrator, and the room
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{{Back|Portal Level Creation}} | {{Back|Portal Level Creation}} | ||
{{Warning|This tutorial is incomplete, and probally inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.}} | |||
{{Warning|This tutorial is incomplete | |||
== Introduction == | == Introduction == | ||
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| World Model || <code>models/props_bts/glados_aperturedoor.mdl</code> | | World Model || <code>models/props_bts/glados_aperturedoor.mdl</code> | ||
|- | |- | ||
|} | |}</li> | ||
<li>Create a room under it with the walls textured with "<code>metal/metalwall048c_gradient</code>" and the floors textured with "<code>lights/light_orange001</code>". | <li>Create a room under it with the walls textured with "<code>metal/metalwall048c_gradient</code>" and the floors textured with "<code>lights/light_orange001</code>". | ||
<li>Create a <code>[[filter_activator_name]]</code> nearby your button with the following properties: | <li>Create a <code>[[filter_activator_name]]</code> nearby your button with the following properties: | ||
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<!--<li>Surround the <code>prop_dynamic</code> with a invisible brush- <code>models/props_bts/glados_aperturedoor.mdl</code> seems to lack a collision model!</li>--> | <!--<li>Surround the <code>prop_dynamic</code> with a invisible brush- <code>models/props_bts/glados_aperturedoor.mdl</code> seems to lack a collision model!</li>--> | ||
</ol> | </ol> | ||
{{Warning|Missing step: How to open a hole between the incinrator, and the room}} | |||
=== Step 3 - The Door === | === Step 3 - The Door === | ||
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|- | |- | ||
| [[Image:Io11.png]] || OnOpen || button_down || PlaySound || <none> || 0.00 || No | | [[Image:Io11.png]] || OnOpen || button_down || PlaySound || <none> || 0.00 || No | ||
|- | |||
| [[Image:Io11.png]] || OnClose || incinerator || SetAnimation || close || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnOpen || incinerator || SetAnimation || open || 0.00 || No | |||
|} | |} | ||
Move it underneath your <code>prop_dynamic, and Uncheck all flags.</li> | Move it underneath your <code>prop_dynamic, and Uncheck all flags.</li> | ||
<li>Set the Parent of | <li>Set the Parent of button_top_model to "button_top_door".</li> | ||
[[Image:Buttonanddoor4.jpg|right|thumb|The larger trigger_multiple.]] | [[Image:Buttonanddoor4.jpg|right|thumb|The larger trigger_multiple.]] | ||
<li>Create a <code>48Wx48Lx1H</code> <code>[[trigger_multiple]]</code> with the following properties: | <li>Create a <code>48Wx48Lx1H</code> <code>[[trigger_multiple]]</code> with the following properties: | ||
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|} | |} | ||
{{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.}}</li> | {{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.}}</li> | ||
< | <li>Give "trigger_door1" the following outputs: | ||
::{| class=standard-table | ::{| class=standard-table | ||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
|- | |- | ||
| [[Image:Io11.png]] || | | [[Image:Io11.png]] || OnStartTouch || door_left || Open || <none> || 0.00 || Yes | ||
|- | |- | ||
| [[Image:Io11.png]] || | | [[Image:Io11.png]] || OnStartTouch || door_right || Open || <none> || 0.00 || Yes | ||
|} | |} | ||
</ol> | |||
== See also == | == See also == |
Revision as of 21:59, 30 December 2009

Introduction
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certian box is placed into it, and open when that box is placed on a 1500-Megawatt Aperture Science Heavy-Duty Supercolliding Superbutton.
Instructions
Step 1 - The Box
- Create a
prop_physics
with the following properties:Property Name Value Name victim_box World Model models/props/metal_box.mdl
Step 2 - The Incinerator
- Create a
prop_dynamic
with the following properties:Property Name Value Name incinerator World Model models/props_bts/glados_aperturedoor.mdl
- Create a room under it with the walls textured with "
metal/metalwall048c_gradient
" and the floors textured with "lights/light_orange001
". - Create a
filter_activator_name
nearby your button with the following properties:Property Name Value Name filter_victim_box Filter Name victim_box
- Create a 2 unit tall
trigger_once
covering the bottom of the room with the following properties:Property Name Value Name trigger_door1 Filter Name filter_victim_box

Step 3 - The Door
- Refer to Creating_a_button_and_door#The_door_setup for door creation.
Step 4 - The Button
- Create a
prop_static
with the following properties:Property Name Value World Model models/props/button_base_reference.mdl
- Create a
prop_dynamic
aligned on top of theprop_static
with the following properties:Property Name Value Name button_top_model World Model models/props/button_top_reference.mdl
- Create an
ambient_generic
with the following properties:Property Name Value Name button_down Sound Name Portal.button_down Source Entity Name button_top_model
- Create another
ambient_generic
with the following properties:Property Name Value Name button_up Sound Name Portal.button_up Source Entity Name button_top_model
Create a Property Name Value Name button_top_door Speed 25 Delay before Reset -1 Move Direction 90 0 0 (or Down)
- Set the Parent of button_top_model to "button_top_door".
- Create a
48Wx48Lx1H
trigger_multiple
with the following properties:Property Name Value Name button_trigger_player
- Next create a
7Wx7Lx1H
cylindertrigger_multiple
with 8 sides and the following properties:Property Name Value Name button_trigger_box Filter Name button_filter_boxes
button_top_model
- Select "button_trigger_player" and setup the Output as below:
- Select the smaller, cylinder
trigger_multiple
, "button_trigger_box" and setup the Output as below: - Create a light completely underneath the top of the button but still inside the base with the following properties:
Property Name Value Brightness 251 159 57 30 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.
- Give "trigger_door1" the following outputs:
58Wx58Lx9H
cylinder func_door
with 8 sides with the following properties:
Give it the following outputs:
prop_dynamic, and Uncheck all flags.
See also