Creating an incinerator: Difference between revisions

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Make a floor, Two brushes are <code>192w*64l*16h</code> and the other 2 are <code>40w*128l*16h</code>
Make a floor, Two brushes are <code>192w*64l*16h</code> and the other 2 are <code>40w*128l*16h</code>


[[Image:Incinerator_floor.PNG|thumb|right|300px|The floor of the incinerator]]


===The Little Room===
===The Little Room===
[[Image:Incinerator_tinyroom.PNG|thumb|right|300px|The Small Room of the incinerator]]
Make a little room, the walls for each side contain 2 brushes.
Make a little room, the walls for each side contain 2 brushes.


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===Fire Particles===
===Fire Particles===
[[Image:Incinerator_particles.PNG |thumb|right|300px|The Position of the Fire Particle]]


Create a <code>info_particle_system</code> entity
Create a <code>info_particle_system</code> entity
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Put this particle in the hole of the incinerator doors
Put this particle in the hole of the incinerator doors


===Collision===
===Manual Collision===
[[Image:Incinerator arch1.PNG |thumb|right|300px|Manual Collision]]
Create a <code>208*208l*16h</code> arch with the <code>invisible</code> texture and
Create a <code>208*208l*16h</code> arch with the <code>invisible</code> texture and
set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0
set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0
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Position the brushes just like this.
Position the brushes just like this.
 
====Second Part of Manual Collision====
===Manual Collision===
[[Image:Incinerator arch2.PNG |thumb|right|300px|Manual Collision]]
 
[[Image:Incinerator arch2_2.PNG |thumb|right|300px|Manual Collision]]
[[Image:Incinerator arch2_3.PNG |thumb|right|300px|Manual Collision]]
Create a <code>144*144l*192h</code> arch with the <code>invisible</code> texture
Create a <code>144*144l*192h</code> arch with the <code>invisible</code> texture



Revision as of 11:07, 10 July 2019

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Introduction

In this tutorial you will learn how to create an Aperture Science Emergency Intelligence Incinerator.

Instructions

The Incinerator

Create a prop_dynamic entity Set the world model to models/props_bts/glados_aperturedoor.mdl

Change it's name to model_incinerator_door Choose Collisions and choose "Not Solid"

The Floor

Make a floor, Two brushes are 192w*64l*16h and the other 2 are 40w*128l*16h

The floor of the incinerator

The Little Room

The Small Room of the incinerator

Make a little room, the walls for each side contain 2 brushes.

2 walls are 152w*16*128h brushes.

The top part of the walls have the texture metalwall_bts_006a and the bottom part has the texture metalwall_bts_006b_gradient.

Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift.

The floor of the little room is 128w*128l*16h and the top face texture is light_orange001

Fire Particles

The Position of the Fire Particle

Create a info_particle_system entity

Set it's name to fire_particles

Set the angles to 0 270 0

Set Particle System Name to fire_incinerator_door

Put this particle in the hole of the incinerator doors

Manual Collision

Manual Collision

Create a 208*208l*16h arch with the invisible texture and set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0

Select the brushes and hold 'ctrl + m' choose the X value and type "25"

Position the brushes just like this.

Second Part of Manual Collision

Manual Collision
Manual Collision
Manual Collision

Create a 144*144l*192h arch with the invisible texture

Set Number of sides to 16

Set wall width to 16

Set Arc to 360

Set Start Angle to 0


Select the clipping tool, from the top right of the shape, make a 30 degree cut from right to left. Then cut off the top side of the shape.

Now do your best to fit the shape into the incinerator.

Note: These brushes are for collision so do your best to fit them out.

Nudging The Box

Create a 128s*128l*8h brush with the trigger texture. Tie it to a trigger_multiple.

Set it's name to nudge_boxes

Set it's filter_name to filter_boxes

Go to flags and check Physics Objects and uncheck clients.

Go to outputs and enter the following:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger !activator Wake 0.00 No


Copy and paste the trigger_multiple and make it a trigger_push Remove the Output from the "Outputs" tab

Set it's move direction to 24 90 0 and leave everything else as it is.


Put the two triggers in the same spot and press ctrl + m. Choose the X value and type "25".

Position them just like this.

Door Collision

Make 128s*128l*8h brush with the invisible texture. Tie it to a func_brush entity.

Name it incinerator_collision_door

Hold Ctrl + M and change the x value to 25 Position it just like this.

Making the Incinerator Functional

Make 3 Logic_Relays

Name them relay_incinerator_open, relay_incinerator_close, and relay_euthanization

On relay_incinerator_open add the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles Start 0.00 No
Io11.png OnTrigger incinerator_collision_door Disable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation open 0.00 No

On relay_incinerator_close add the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles stop 0.00 No
Io11.png OnTrigger incinerator_collision_door Enable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation close 0.00 No

Killing the Box

Make 128s*128l*8h brush with the trigger texture. Tie it to a trigger_once entity.

Name it to trigger_killbox

Set it's Filter Name to filter_boxes

Go to flags and check physics objects and uncheck Clients

Enter the following in outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouch !activator kill 0.00 No
Io11.png OnStartTouch relay_euthanization Trigger 0.00 No


Implementation

Have a certain object trigger relay_incinerator_open to open the incinerator

When that certain object deactivates, trigger relay_incinerator_close.

See also