Creating an incinerator: Difference between revisions
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| === Doors === | === Doors === | ||
Revision as of 09:43, 15 October 2010
Introduction
 Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.
Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.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_physicswith the following properties:- Property Name - Value - Name - victim_box - World Model - models/props/metal_box.mdl
 
 
Step 2 - The Incinerator
- Create a prop_dynamicwith 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_namenearby your button with the following properties:- Property Name - Value - Name - filter_victim_box - Filter Name - victim_box 
 
 
- Create a 2 unit tall trigger_oncecovering 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_dynamicwill 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
- 
First thing is to make the door which will open on activation of the button.
- Property Name - Value - World Model - models/props/door_01_lftdoor_reference.mdl - Name - door_left_model 
 
- Property Name - Value - Name - door_left - Speed - 250 - Stop Sound - Doors.FullClose8 - Delay before Reset - -1 - Lip - 12 - Move Direction - (This will be different for which way your door is facing) 
 
- Property Name - Value - World Model - models/props/door_01_rtdoor_reference.mdl - Name - door_right_model 
 
- Property Name - Value - Name - door_right - Move Direction - (The opposite of the move direction for the left door) 
 
- Create a prop_staticwith the following properties:- Property Name - Value - World Model - models/props/button_base_reference.mdl
 
 
- Create a prop_dynamicaligned on top of theprop_staticwith the following properties:- Property Name - Value - Name - button_top_model - World Model - models/props/button_top_reference.mdl 
 
 
- Create an ambient_genericwith the following properties:- Property Name - Value - Name - button_down - Sound Name - Portal.button_down - Source Entity Name - button_top_model 
 
 
- Create another ambient_genericwith 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 48Wx48Lx1Htrigger_multiplewith the following properties:- Property Name - Value - Name - button_trigger_player 
 
 
- Next create a 7Wx7Lx1Hcylindertrigger_multiplewith 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. 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:
Doors
1. Create a prop_dynamic with the following settings:
Align it to the left, inside of the door frame.
2. Create a 56Lx8Wx104H block brush with texture nodraw centered and inside the door model. Tie it to a func_door entity by selecting the object and using the menu option "Tie to Entity".  The func_door entity should have the following settings:
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). You can click the "Point At" button by the circular indicator and then click on the 3d view. The angle from the entity to the place you clicked will then be listed as "angles" in the property list.
 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.
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.3. Repeat steps 1-3 but change the following:
For the prop_dynamic:
And for the func_door:
4. Set the parent of door_left_model (the prop_dynamic) to "door_left". Also set the parent of door_right_model to "door_right".
Step 4 - The Button
58Wx58Lx9H cylinder func_door with 8 sides with the following properties:
Give it the following outputs:





