Creating indicator lights: Difference between revisions
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Revision as of 13:44, 27 July 2021
 Warning: This guide is misleading, do not follow
Warning: This guide is misleading, do not followThis tutorial will show you how to make those indicator strips on the ground and walls that change color when the trigger is activated. It assumes you have moderate knowledge on the Hammer Overlay Tool.
Overlays
The bulk of the lights are comprised of info_overlays. The four textures used are:
- signage/indicator_lights/indicator_lights_floor
- signage/indicator_lights/indicator_lights_wall
- signage/indicator_lights/indicator_lights_corner_wall
- signage/indicator_lights/indicator_lights_corner_floor
- Create a path using the above info_overlaysfrom your trigger to whatever they should activate. Give them all the same name; in this example we will use button_lights. The strips should all be 8 units wide and any length.
For a straight length of lightstrip that is longer than the length of one strip (four circles), you can adjust the overlay properties to make it longer rather than make duplicates of the strip. This is accomplished by editing the U Start or U End keyvalue in the properties window for the overlay. 
When you first place a strip with the overlay tool, either U Start or U End will be 1. This is a multiplier for repeating the overlay - how many strips long the overlay will be. So if you change the value to 2, this will make the overlay have two lengths of strip, which effectively puts 8 circles into it. Note this does not change the length of the overlay, and you have to stretch the overlay to fit the desired length of the strip so the circles are the correct aspect ratio.
 Note:You can use decimal values to fine-tune the strip's length - for example, a U Start or U End of 1.25 will make the strip 5 circles long, and 2.5 will make the strip 10 circles long.
Note:You can use decimal values to fine-tune the strip's length - for example, a U Start or U End of 1.25 will make the strip 5 circles long, and 2.5 will make the strip 10 circles long.Checkmark box
1. Create a prop_static with the following properties:
- Property Name - Value - World Model - models/props/sign_frame01/sign_frame01.mdl 
 
Align it so it will be at the end of your light path.
2. Create a 32Wx4Lx32H block brush textured with tools/toolsnodraw. Texture the front with signage/signage_doorstate. Align this brush so it fits inside the prop_static sign frame.
3. Tie the brush to a func_brush entity and give it the same name as your info_overlay entities.
 Note: Only use the checkmark for doors, nothing else.
Note: Only use the checkmark for doors, nothing else.Making it Work
1. Create a env_texturetoggle entity somewhere near your overlays. Give it the following properties:
- Property Name - Value - Name - button_lights_toggle - Target Brush(es) - button_lights (or whatever you named the overlays/func_brush) 
 
2. Now just add the following output to the trigger for your button/switch/etc:
You now have helpful indicator lights to put around your map!
See also
External links
- Example map Example map using this tutorial. VMF included.





