Hard Light: Difference between revisions

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[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in [[Portal 2]].]]
[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in [[Portal 2]].]]
'''Hard Light Bridges''' and '''Hard Light Walls''' are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Laser (Portal 2)|lasers]] and [[Funnel (Portal 2)|funnels]]). Bridges are horizontal, and players can use them as a floor or ceiling. Walls are vertical, and can be used to block [[LOS]] from turrets or stop flying objects in mid-air, like cubes. Both can be painted with any kind of [[Gel (Portal 2)|gel]], however only Blue Gel and Orange gel will work properly. Portal shots and lasers can pass through hard light bridges or walls, which explains why conversion gel and reflection gel don't work properly. Painting one side of the bridge or wall will affect the other side.  
'''Hard Light Surfaces''' are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Thermal Discouragement Beam]] and [[excursion funnels]]). They can be used as floors or ceilings, block [[LOS]] from turrets or stop flying objects in mid-air, like cubes.
 
They can be painted with any kind of [[gel]], however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides.
 
{{bug|In single-player, gel on a hard light surface will not save. No official singleplayer puzzles used this feature, so Valve never made code to save it.}}
{{tip|Hard Light Bridges can be detected with a trigger. Set the "Everything" flag and filter it to detect <code>[[projected_wall_entity]]</code>, the actual entity representing the wall itself.}}


{{bug|In single-player, gel on a hard light surface will not save. This is because no official single-player content uses this feature.}}
{{tip|Hard Light Bridges can be detected by using a trigger, set to the "Everything" flag and filtering it to detect <code>projected_wall_entity</code>.}}
==Creation==
==Creation==
Hard light surfaces are emitted by a single [[prop_wall_projector]]. Create a 'dirty' wall projector by adding a [[HammerObjectPropertiesDialog#Angles|keyvalue]] "skin" with a value of 1 (Disable "Smart Edit" to do this).
Hard light surfaces are emitted by a single [[prop_wall_projector]]. Create a 'dirty' wall projector by adding a [[HammerObjectPropertiesDialog#Angles|keyvalue]] <code>skin</code> with a value of <code>1</code> (Disable "Smart Edit" to do this).


==External links==
==External links==
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=343 Example map] using this tutorial. VMF included.
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=343 Example map] with a VMF included.


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

Revision as of 21:12, 7 June 2018

Template:Otherlang2

Hard Light Walls in Portal 2.

Hard Light Surfaces are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like Thermal Discouragement Beam and excursion funnels). They can be used as floors or ceilings, block LOS from turrets or stop flying objects in mid-air, like cubes.

They can be painted with any kind of gel, however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides.

Icon-Bug.pngBug:In single-player, gel on a hard light surface will not save. No official singleplayer puzzles used this feature, so Valve never made code to save it.  [todo tested in ?]
Tip.pngTip:Hard Light Bridges can be detected with a trigger. Set the "Everything" flag and filter it to detect projected_wall_entity, the actual entity representing the wall itself.

Creation

Hard light surfaces are emitted by a single prop_wall_projector. Create a 'dirty' wall projector by adding a keyvalue skin with a value of 1 (Disable "Smart Edit" to do this).

External links

Example map with a VMF included.