Creating Portal Breaking Ladders: Difference between revisions
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Warning:This guide is incomplete, it's recommended you don't follow this guide until it's finished.
Note:For the second ladder piece, you will name it ladder1_rung2, the third piece will be named ladder1_rung3, and so on.
Note:For the second phys_convert, you will name it phys_convert_ladder1_rung2, the third piece will be named phys_convert_ladder1_rung3, and so on. Same applies to the
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{{Note|For the second phys_convert, you will name it phys_convert_ladder1_rung2, the third piece will be named phys_convert_ladder1_rung3, and so on. Same applies to the <code>Entity to convert</code>}} | {{Note|For the second phys_convert, you will name it phys_convert_ladder1_rung2, the third piece will be named phys_convert_ladder1_rung3, and so on. Same applies to the <code>Entity to convert</code>}} | ||
===Triggers=== | ===Triggers=== | ||
Create a 32w*32l*512h brush with the <code>[[trigger]]</code> texture |
Revision as of 20:24, 28 August 2019
Introduction
This guide will teach you how to create breaking ladders from Portal.

Stair Pieces
Create multiple prop_dynamic
entites and enter the following properties:
Property Name | Value |
---|---|
Name | ladder1_rung1 |
Collisions | Not Solid |
World Model | models/props_bts/ladder_01.mdl |

The Holes
Put info_overlay entities where the stairs connect to the walls.
The texture names for each overlay can be:
decals/concrete/shot1 decals/concrete/shot2 decals/concrete/shot3 decals/concrete/shot4 decals/concrete/shot5
Try to make each hole randomized for the detailing.
Making the Ladders Fall
Physics Converter
Create a phys_convert
and enter the following properties:
Property Name | Value |
---|---|
Name | phys_convert_ladder1_rung1 |
Entity to convert | ladder1_rung1 |
Go to Flags and check "Convert As Debris"
Copy and paste these entities.

Entity to convert
Triggers
Create a 32w*32l*512h brush with the trigger
texture