Creating an incinerator: Difference between revisions
No edit summary |
No edit summary |
||
Line 15: | Line 15: | ||
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| | [[Image:Incinerator_floor.PNG|thumb|right|200px|The floor of the incinerator]] | ||
===The Little Room=== | ===The Little Room=== | ||
[[Image:Incinerator_tinyroom.PNG|thumb|right| | [[Image:Incinerator_tinyroom.PNG|thumb|right|200px|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. | ||
Line 31: | Line 31: | ||
===Fire Particles=== | ===Fire Particles=== | ||
[[Image:Incinerator_particles.PNG |thumb|right| | [[Image:Incinerator_particles.PNG |thumb|right|200px|The Position of the Fire Particle]] | ||
Create a <code>info_particle_system</code> entity | Create a <code>info_particle_system</code> entity | ||
Line 44: | Line 44: | ||
===Manual Collision=== | ===Manual Collision=== | ||
[[Image:Incinerator arch1.PNG |thumb|right| | [[Image:Incinerator arch1.PNG |thumb|right|200px|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 | ||
Line 52: | Line 52: | ||
Position the brushes just like this. | Position the brushes just like this. | ||
====Second Part of Manual Collision==== | ====Second Part of Manual Collision==== | ||
[[Image:Incinerator arch2.PNG |thumb|right| | [[Image:Incinerator arch2.PNG |thumb|right|150px|Manual Collision]] | ||
[[Image:Incinerator arch2_2.PNG |thumb|right| | [[Image:Incinerator arch2_2.PNG |thumb|right|150px|Manual Collision]] | ||
[[Image:Incinerator arch2_3.PNG |thumb|right| | [[Image:Incinerator arch2_3.PNG |thumb|right|150px|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 | ||
Line 74: | Line 74: | ||
===Nudging The Box=== | ===Nudging The Box=== | ||
[[Image:Incinerator_Trigger_Placement.PNG |thumb|right|200px|Nudging the box]] | |||
Create a <code>128s*128l*8h</code> brush with the trigger texture. Tie it to a <code>trigger_multiple</code>. | Create a <code>128s*128l*8h</code> brush with the trigger texture. Tie it to a <code>trigger_multiple</code>. | ||
Line 100: | Line 101: | ||
===Door Collision=== | ===Door Collision=== | ||
[[Image:Incinerator_funcbrush.PNG |thumb|right|200px|Door Collision]] | |||
Make <code>128s*128l*8h</code> brush with the invisible texture. | Make <code>128s*128l*8h</code> brush with the invisible texture. | ||
Tie it to a <code>func_brush</code> entity. | Tie it to a <code>func_brush</code> entity. |
Revision as of 11:12, 10 July 2019

For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
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 Little Room
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
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
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
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 | |
---|---|---|---|---|---|---|
![]() |
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:
On relay_incinerator_close add the following outputs:
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 | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | !activator | kill | 0.00 | No | |
![]() |
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
.