Creating an incinerator: Difference between revisions
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Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.
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=== Step 3 - The Door === | === Step 3 - The Door === | ||
<ol start=" | <ol start="10"><li>Refer to [[Creating_a_button_and_door#The_door_setup]] for door creation.</li></ol> | ||
=== Step 4 - The Button === | === Step 4 - The Button === | ||
<!--Copied straight from http://developer.valvesoftware.com/wiki/Creating_a_button_and_door#The_button and modified to fit tutorial--> | <!--Copied straight from http://developer.valvesoftware.com/wiki/Creating_a_button_and_door#The_button and modified to fit tutorial--> |
Revision as of 09:36, 15 October 2010
Introduction

In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certain 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
- Create a cylinder the same size as the hole in the
prop_dynamic
. This will be used to cut a hole in the floor of the room. - Push the cylinder into the floor where the
prop_dynamic
will sit. - Right-click the cylinder and select
carve
. This will cut a hole in the floor of the room. - Delete the cylinder.
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: