Elevator (Portal 2): Difference between revisions

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Elevators are a function used in Portal 2 to transition the player from level to level. Not to be confused with the Disassembler, which took the players from level to level in multiplayer.
'''Elevators''' are used in Portal 2 to transition the player from level to level. They are not to be confused with the [[Disassembler]], which took the players from level to level in coop.


Step 1:
==Adding elevators to a map==
Select the entity tool and create a func_instance and give it the name "Arrival_Elevator" and choose the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"
===Entrance elevator===
1) Select the entity tool, create a [[func_instance]], and give it the name "Arrival_Elevator" and the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"


{{note|If the elevator does not load, save hammer and re-open it.}}
{{note|If the elevator does not load, save hammer and re-open it.}}


Step 2:
[[Image:Elevatortutorial1.jpg|thumb|right|Both instances just after copying]]
To make things simpler, and to not have to create 2 func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit to the left, right, up, or down to copy the first func_instance, and quickly put the copy exactly back on top of the original.(Note: This step is crucial as the two func_instances MUST be aligned directly on top of each other.)
2) To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original.


{{note|If the elevator does not load, save hammer and re-open it.}}
{{note|This step is crucial as the two func_instances MUST be aligned directly on top of each other.}}
 
{{note|If the elevator does not load, save the map and re-open it.}}


Step 3:
3) Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"
Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"


Step 4:
===Exit elevator===
Create one more func_instance entity anywhere, I prefer to put mine right behind the elevator model(Note: do not put it inside elevator model), name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf"
4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!).  Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf"


Step 5:
===Connection to map===
Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak!(Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)
5) Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak! (Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)


{{note|You do not need a spawn point or a portal gun entity, the instances cover this.  
{{note|You do not need a spawn point or a portal gun entity, the instances cover this.  
However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.}}
However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.}}
Now your elevator is complete, congratulations!
Now your elevator is complete, congratulations!
[[Category:Portal 2 Level Design]]

Revision as of 13:59, 21 May 2011

Elevators are used in Portal 2 to transition the player from level to level. They are not to be confused with the Disassembler, which took the players from level to level in coop.

Adding elevators to a map

Entrance elevator

1) Select the entity tool, create a func_instance, and give it the name "Arrival_Elevator" and the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"

Note.pngNote:If the elevator does not load, save hammer and re-open it.
Both instances just after copying

2) To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original.

Note.pngNote:This step is crucial as the two func_instances MUST be aligned directly on top of each other.
Note.pngNote:If the elevator does not load, save the map and re-open it.

3) Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"

Exit elevator

4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf"

Connection to map

5) Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak! (Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)

Note.pngNote:You do not need a spawn point or a portal gun entity, the instances cover this. However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.

Now your elevator is complete, congratulations!