Creating an Observation Hallway: Difference between revisions
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Image:Halltut_(2).jpg|Texture the floor and walls, then copy the walls, resize to 64 and re texture (floor texture: tile/observation_tilefloor003a. wall textures: concrete/observationwall_001a for the wall that matches with the ceiling, concrete/observationwall_001b for the wall that matches with the floor. Typing only "observation" will show a more general list of observation hallways skins.) | Image:Halltut_(2).jpg|Texture the floor and walls, then copy the walls, resize to 64 and re texture (floor texture: tile/observation_tilefloor003a. wall textures: concrete/observationwall_001a for the wall that matches with the ceiling, concrete/observationwall_001b for the wall that matches with the floor. Typing only "observation" will show a more general list of observation hallways skins.) | ||
Image:Halltut_(3).jpg|Add the roof (texture: plastic/plasticwall002a) | Image:Halltut_(3).jpg|Add the roof (texture: plastic/plasticwall002a) | ||
</gallery> | |||
===Light Sources=== | |||
<gallery caption="" widths="400px" heights="300px" perrow="2"> | |||
Image:Halltut_(4).jpg|Add the light bars around the perimeter. These are 4 units thick. (white009) | Image:Halltut_(4).jpg|Add the light bars around the perimeter. These are 4 units thick. (white009) | ||
Image:Halltut_(5).jpg|Create the base for the light. 160x120x16. Cut two wedges on the ends. | Image:Halltut_(5).jpg|Create the base for the light. 160x120x16. Cut two wedges on the ends. | ||
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Image:Halltut_(12).jpg|Group the light and place in multiple locations{{clarify}}. | Image:Halltut_(12).jpg|Group the light and place in multiple locations{{clarify}}. | ||
Image:Halltut_(13).jpg|Cut away the roof where the light goes. | Image:Halltut_(13).jpg|Cut away the roof where the light goes. | ||
</gallery> | |||
===Detailing=== | |||
<gallery caption="" widths="400px" heights="300px" perrow="2"> | |||
Image:Halltut_(14).jpg|Add the doors. (I grouped a detailed frame and door with a [[Skip|skip brush]] {{clarify}}. | Image:Halltut_(14).jpg|Add the doors. (I grouped a detailed frame and door with a [[Skip|skip brush]] {{clarify}}. | ||
Image:Halltut_(15).jpg|Copy and paste. Select only the skip, and carve. You may then delete the skip brushes.{{clarify}} | Image:Halltut_(15).jpg|Copy and paste. Select only the skip, and carve. You may then delete the skip brushes.{{clarify}} | ||
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Image:Halltut_(17).jpg|Create the detailed fuse sets. Skip brushes will help you align them{{clarify}}. | Image:Halltut_(17).jpg|Create the detailed fuse sets. Skip brushes will help you align them{{clarify}}. | ||
Image:Halltut_(18).jpg|Delete the skip brushes, and change the prop models{{clarify}}. | Image:Halltut_(18).jpg|Delete the skip brushes, and change the prop models{{clarify}}. | ||
</gallery> | |||
===Final Steps=== | |||
<gallery caption="" widths="400px" heights="300px" perrow="2"> | |||
Image:Halltut_(19).jpg|Replace your dev textures for extra optimization{{clarify}}. | Image:Halltut_(19).jpg|Replace your dev textures for extra optimization{{clarify}}. | ||
Image:Halltut_(20).jpg|Add [[Cubemaps|cube map]]s and [[info_player_start|spawn]]s. | Image:Halltut_(20).jpg|Add [[Cubemaps|cube map]]s and [[info_player_start|spawn]]s. |
Revision as of 21:48, 28 August 2019

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This is a tutorial for Portal.
Introduction
Making bts (behind the scenes) style observation halls is a simple job. It takes little time, especially with prefabricated items.
Due to the highly detailed nature of observation rooms, this tutorial will be provided in images. Reading order is left to right, then down.

Tutorial
Base Layout
Texture the floor and walls, then copy the walls, resize to 64 and re texture (floor texture: tile/observation_tilefloor003a. wall textures: concrete/observationwall_001a for the wall that matches with the ceiling, concrete/observationwall_001b for the wall that matches with the floor. Typing only "observation" will show a more general list of observation hallways skins.)
Light Sources
Select the whole arch, and clip it square. Make it a func_detail.
Add a light_spot and a point_spotlight. Default values will work.
Detailing
Add the doors. (I grouped a detailed frame and door with a skip brush [Clarify].
Final Steps
Final result. (Use expert compile for proper shadows)