Emancipation Grid: Difference between revisions

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==Creation==
==Creation==
1. Create a prop_dynamic.
2. In its world model, search for "fizzler." Find "...fizzler_dynamic" and set its world model to that.
3. Hit apply, rotate the model, and then copy it.
4. Paste and move the copy to wherever you want the fizzler to extend to. (preferably in the same plane as the original prop_dynamic)
5. Rotate the copy so that the two ends face each other.
6. Create a brush using "nodraw" texture, extending from one of the fizzler ends to the other. This is the fizzling area.
7. Tie the brush to the entity "trigger_portal_cleanser".
8. Hit apply, and say yes to "Visible?"
9. Go to flags and checkmark "Physics objects" if you want things like cubes and turrets to be fizzled when going through the fizzler.
10. Hit apply, then go to the Texture Application tool.
11. Select the front face of the "nodraw" brush, and the back face.
12. Click "browse", search for "fizzler", and select the first one. Click apply.
13. Set the X to 0.13 and Y to 0.13, and then center it.
Congratulations, your fizzler should now be fizzling. If you give the fizzler a name, you can enable and disable it with triggers, buttons, or whatever.


[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Tutorials]]
[[Category:Portal 2 Tutorials]]

Revision as of 05:15, 22 May 2011

An Emancipation Grid (also Emancipation Grill or more commonly, Fizzler), is a special energy field in Portal 2 which resets the portal gun of any player (destroying both portals) and vaporizes other objects that touch it.


In Portal, the Emancipation Grid is composed of two models, a trigger-textured invisible trigger_portal_cleanser and a particle system emitter (info_particle_system).

In Portal 2, however, it is composed of an entity (trigger_portal_cleanser) combined with a pair of models (fizzler_mdl). The brush used for the trigger should be nodraw except for one face which has a fizzler texture.

If a fizzler is in a stacked form, several entities should be used as the portal gun will make the field flash white when firing on it; For consistency, official maps use this approach.

External links

Creation

1. Create a prop_dynamic. 2. In its world model, search for "fizzler." Find "...fizzler_dynamic" and set its world model to that. 3. Hit apply, rotate the model, and then copy it. 4. Paste and move the copy to wherever you want the fizzler to extend to. (preferably in the same plane as the original prop_dynamic) 5. Rotate the copy so that the two ends face each other. 6. Create a brush using "nodraw" texture, extending from one of the fizzler ends to the other. This is the fizzling area. 7. Tie the brush to the entity "trigger_portal_cleanser". 8. Hit apply, and say yes to "Visible?" 9. Go to flags and checkmark "Physics objects" if you want things like cubes and turrets to be fizzled when going through the fizzler. 10. Hit apply, then go to the Texture Application tool. 11. Select the front face of the "nodraw" brush, and the back face. 12. Click "browse", search for "fizzler", and select the first one. Click apply. 13. Set the X to 0.13 and Y to 0.13, and then center it.

Congratulations, your fizzler should now be fizzling. If you give the fizzler a name, you can enable and disable it with triggers, buttons, or whatever.