Creating Portal Breaking Ladders: Difference between revisions
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{{Morescreenshots}} | {{Morescreenshots}} | ||
{{back | Portal Behind The Scenes Level Creation}} | {{back | Portal Behind The Scenes Level Creation}} | ||
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==Introduction== | ==Introduction== | ||
This guide will teach you how to create breaking ladders from Portal. | This guide will teach you how to create breaking ladders from Portal. | ||
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==The Holes== | ==The Holes== | ||
Put info_overlay entities where the stairs connect to the walls. | Put <code>[[info_overlay]]</code> entities where the stairs connect to the walls. | ||
The texture names for each overlay can be: | The texture names for each overlay can be: | ||
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|} | |} | ||
Go to Flags and check | Go to Flags and check <code>Convert As Debris</code> | ||
Copy and paste these entities. | Copy and paste these entities. | ||
{{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 <code>phys_convert</code>, you will name it <code>phys_convert_ladder1_rung2</code>, the third piece will be named <code>phys_convert_ladder1_rung3</code>, and so on. Same applies to the <code>Entity to convert</code>}} | ||
===Triggers=== | ===Triggers=== | ||
Create a 2w*27l*2h brush with the <code>[[trigger]]</code> texture and tie it to a <code>[[trigger_once]]</code> | Create a <code>2w*27l*2h</code> brush with the <code>[[trigger]]</code> texture and tie it to a <code>[[trigger_once]]</code> | ||
Enter the following outputs: | Enter the following outputs: | ||
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===Making Portals Break Ladders=== | ===Making Portals Break Ladders=== | ||
Create a 2w*24l*2h brush with the invisible texture. Tie it to a [[func_portal_detector]]. | Create a <code>2w*24l*2h</code> brush with the invisible texture. Tie it to a <code>[[func_portal_detector]]</code>. | ||
{| class=standard-table | {| class=standard-table | ||
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|} | |} | ||
Make sure the Portal Detector touches the wall and also make sure that every ladder has a func_portal_detector. | Make sure the Portal Detector touches the wall and also make sure that every ladder has a <code>func_portal_detector</code>. | ||
==Detailing== | ==Detailing== |
Revision as of 21:18, 28 August 2019

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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.

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 Entity to convert
Triggers
Create a 2w*27l*2h
brush with the trigger
texture and tie it to a trigger_once
Enter the following outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | phys_convert_ladder1_rung1 | ConvertTarget | <none> | 0.00 | No |
Copy and paste these triggers and make sure the are put in a reasonable spot the the ladder props. Don't forget to change the outputs though.
Making Portals Break Ladders
Create a 2w*24l*2h
brush with the invisible texture. Tie it to a func_portal_detector
.
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouchLinkedPortal | phys_convert_ladder1_rung1 | ConvertTarget | <none> | 0.00 | No |
Make sure the Portal Detector touches the wall and also make sure that every ladder has a func_portal_detector
.
Detailing
These ladders can be tilted. The holes are still in reasonable position. So basically the ladder is already broken.
Some ladder pieces can be missing but still make sure you have the hole textures.