Floor button: Difference between revisions
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{{Back | Portal Level Creation}} | |||
{{DISPLAYTITLE: Portal - Tutorial - Floor Button}} | |||
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{{Tutorial Skill Level | skill=1}} | |||
This tutorial will show step-by-step how to create the '''floor button''', a test element commonly seen throughout the [[Portal]] test chambers. The floor button is activated by a [[Box dropper|weighted storage cube]] being placed on it, or when a player stands on it, and it can be used to trigger other test elements such as doors, platforms and elevators. | This tutorial will show step-by-step how to create the '''floor button''', a test element commonly seen throughout the [[Portal]] test chambers. The floor button is activated by a [[Box dropper|weighted storage cube]] being placed on it, or when a player stands on it, and it can be used to trigger other test elements such as doors, platforms and elevators. | ||
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=== | == Construction == | ||
[[File:Floor button overlays.png| | === Base Brush === | ||
[[File:Floor button base.png|300px|thumb|right|Base Brush]] | |||
Create a <code>128L*128W*8H</code> [[brush]] and tie it to a <code>[[func_detail]]</code>. Texture the sides of the brush with ''signage/hazard_orange_03b'' texture the top with <code>concrete/concrete_modular_floor001a</code>, and texture the bottom with <code>[[Tool_textures#nodraw|tools/toolsnodraw]]</code>. | |||
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=== Corner Overlays === | |||
[[File:Floor button overlays.png|300px|thumb|right|Corner Overlays]] | |||
Place four [[Hammer Overlay Tool|overlays]] with the texture <code>signage/overlay_button_accent</code> on top of the brush. Position them in the corners and rotate them so they look like in the picture on the right. | Place four [[Hammer Overlay Tool|overlays]] with the texture <code>signage/overlay_button_accent</code> on top of the brush. Position them in the corners and rotate them so they look like in the picture on the right. | ||
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=== | === Button Model Bottom === | ||
[[File:Floor button prop base.png| | [[File:Floor button prop base.png|300px|thumb|right|Button Model Bottom]] | ||
Create a <code>[[prop_static]]</code> entity and set its ''World Model'' to <code>models/props/button_base_reference.mdl</code>. Position it in the middle on top of the base brush. Rotate it so that the sign with a box and an arrow on the rim of the button faces the way the player will enter the room. | Create a <code>[[prop_static]]</code> entity and set its ''World Model'' to <code>models/props/button_base_reference.mdl</code>. Position it in the middle on top of the base brush. Rotate it so that the sign with a box and an arrow on the rim of the button faces the way the player will enter the room. | ||
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=== | === Brush Door === | ||
[[File:Floor button door.png| | [[File:Floor button door.png|300px|thumb|right|Brush Door]] | ||
Create <code> | Create a <code>60L*60W*8H</code> eight-sided [[Primitive#Cylinder | cylinder]] textured with <code>tools/toolsnodraw</code> above the base brush, in the same place as the button base prop. Tie this brush to a <code>[[func_door]]</code> entity, go to the flags tab to make sure that all flags are unchecked and then set the following keyvalues: | ||
{| class="standard-table sortable" | {| class="standard-table sortable" | ||
|- | |- | ||
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|} | |} | ||
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=== | === Button Model Top === | ||
[[File:Floor button origins.png|300px|thumb|right|Button Model Top]] | |||
[[File:Floor button origins.png| | |||
Create a <code>[[prop_dynamic]]</code> entity. Set its ''World Model'' to <code>models/props/button_top_reference.mdl</code>, set its ''Pitch Yaw Roll (Y Z X)'' to the same as the button base prop's and set its ''Parent'' to <code>floor_button_door</code>. Finally, position it in the same place as the base prop, except the origin of the button prop should be 2 units above the origin of the base prop. | Create a <code>[[prop_dynamic]]</code> entity. Set its ''World Model'' to <code>models/props/button_top_reference.mdl</code>, set its ''Pitch Yaw Roll (Y Z X)'' to the same as the button base prop's and set its ''Parent'' to <code>floor_button_door</code>. Finally, position it in the same place as the base prop, except the origin of the button prop should be 2 units above the origin of the base prop. | ||
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=== | === Pressed Trigger === | ||
[[File:Floor button triggers.png| | [[File:Floor button triggers.png|300px|thumb|right|Pressed Trigger]] | ||
Create a <code> | Create a <code>48L*48W*2H</code> brush textured with <code>[[Tool textures#trigger|tools/toolstrigger]]</code>. Tie this brush to a <code>[[trigger_multiple]]</code> entity and set its ''Name'' to <code>floor_button_trigger_player</code>. Go to its flags and make sure ''Clients'' is the only flag that is checked. | ||
Next create a <code> | Next create a <code>8L*8W*2H</code> eight-sided cylinder brush, also textured with <code>tools/toolstrigger</code> in the same place as the <code>floor_button_trigger_player</code> brush and tie it to a <code>trigger_multiple</code> entity. Set its ''Name'' to <code>floor_button_trigger_box</code> and make sure only the ''Physics Objects'' flag is checked. Next, set its ''Filter Name'' to <code>filter_boxes</code>. If you have created a [[box dropper]] in your level, you should already have this entity, but if you don't, create a new <code>[[filter_activator_name]]</code> entity with the ''Name'' <code>filter_boxes</code> and set its filter to the name of your weighted storage cube. | ||
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| [[Image:Io11.png]] || OnTrigger || floor_button_trigger_player || Disable || || 0.00 || No | | [[Image:Io11.png]] || OnTrigger || floor_button_trigger_player || Disable || || 0.00 || No | ||
|} | |} | ||
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=== | |||
[[File:Floor button ambients.png| | === Interaction Sounds === | ||
Create two <code>[[ambient_generic]]</code> entities near the button. Set the following keyvalues on the first one: | [[File:Floor button ambients.png|300px|thumb|right|Interaction Sounds]] | ||
Create two <code>[[ambient_generic]]</code> entities near the button. | |||
Set the following keyvalues on the first one: | |||
{| class="standard-table sortable" | {| class="standard-table sortable" | ||
|- | |- | ||
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|} | |} | ||
Set the following keyvalues on the second | |||
Set the following keyvalues on the second one: | |||
{| class="standard-table sortable" | {| class="standard-table sortable" | ||
|- | |- | ||
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| [[Image:Io11.png]] || OnOpen || button_down || PlaySound || || 0.00 || No | | [[Image:Io11.png]] || OnOpen || button_down || PlaySound || || 0.00 || No | ||
|} | |} | ||
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=== | |||
[[File:Floor button light.png| | === Lighting === | ||
Create a <code>[[light]]</code> entity in the middle of the base prop, 8 units above the base brush. Set the following keyvalues on it: | [[File:Floor button light.png|300px|thumb|right|Lighting]] | ||
Create a <code>[[light]]</code> entity in the middle of the base prop, 8 units above the base brush. Set the following keyvalues on it and the button should now be finished, ready to be implemented in a map: | |||
{| class="standard-table sortable" | {| class="standard-table sortable" | ||
|- | |- | ||
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|} | |} | ||
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== Implementation == | == Implementation == | ||
[[File:Floor button ingame.png|300px|thumb|right|The floor button in-game]] | [[File:Floor button ingame.png|300px|thumb|right|The floor button in-game]] | ||
Place the button where it should be in the map. Add the outputs that should fire when the button is activated. The outputs that should be fired when the button is pressed should be the ''OnOpen'' output on <code>floor_button_door</code>, and similar the ''OnClose'' output when the button is released. | |||
Place the button where it should be in the map. | |||
Add the outputs that should fire when the button is activated. The outputs that should be fired when the button is pressed should be the ''OnOpen'' output on <code>floor_button_door</code>, and the ''OnClose'' output when the button is released. | |||
[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]][[Category:Portal]] | ||
[[Category:Portal]] |
Revision as of 17:02, 4 August 2021
Skill Level
This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly. | |||||
---|---|---|---|---|---|
Novice | Familiar | Competent | Proficient | Expert |
This tutorial will show step-by-step how to create the floor button, a test element commonly seen throughout the Portal test chambers. The floor button is activated by a weighted storage cube being placed on it, or when a player stands on it, and it can be used to trigger other test elements such as doors, platforms and elevators.
Construction
Base Brush
Create a 128L*128W*8H
brush and tie it to a func_detail
. Texture the sides of the brush with signage/hazard_orange_03b texture the top with concrete/concrete_modular_floor001a
, and texture the bottom with tools/toolsnodraw
.
Corner Overlays
Place four overlays with the texture signage/overlay_button_accent
on top of the brush. Position them in the corners and rotate them so they look like in the picture on the right.
Button Model Bottom
Create a prop_static
entity and set its World Model to models/props/button_base_reference.mdl
. Position it in the middle on top of the base brush. Rotate it so that the sign with a box and an arrow on the rim of the button faces the way the player will enter the room.
Brush Door
Create a 60L*60W*8H
eight-sided cylinder textured with tools/toolsnodraw
above the base brush, in the same place as the button base prop. Tie this brush to a func_door
entity, go to the flags tab to make sure that all flags are unchecked and then set the following keyvalues:
Property Name | Value |
---|---|
Name | floor_button_door |
Speed | 25 |
Delay Before Reset | -1 |
Move Direction | 90 0 0 |
Button Model Top
Create a prop_dynamic
entity. Set its World Model to models/props/button_top_reference.mdl
, set its Pitch Yaw Roll (Y Z X) to the same as the button base prop's and set its Parent to floor_button_door
. Finally, position it in the same place as the base prop, except the origin of the button prop should be 2 units above the origin of the base prop.
Pressed Trigger
Create a 48L*48W*2H
brush textured with tools/toolstrigger
. Tie this brush to a trigger_multiple
entity and set its Name to floor_button_trigger_player
. Go to its flags and make sure Clients is the only flag that is checked.
Next create a 8L*8W*2H
eight-sided cylinder brush, also textured with tools/toolstrigger
in the same place as the floor_button_trigger_player
brush and tie it to a trigger_multiple
entity. Set its Name to floor_button_trigger_box
and make sure only the Physics Objects flag is checked. Next, set its Filter Name to filter_boxes
. If you have created a box dropper in your level, you should already have this entity, but if you don't, create a new filter_activator_name
entity with the Name filter_boxes
and set its filter to the name of your weighted storage cube.
Now add the following outputs to floor_button_trigger_player
:
Next, add the following outputs to floor_button_trigger_box
:
Interaction Sounds
Create two ambient_generic
entities near the button.
Set the following keyvalues on the first one:
Property Name | Value |
---|---|
Name | button_down |
Sound Name | Portal.button_down |
SourceEntityName | floor_button_door |
Set the following keyvalues on the second one:
Property Name | Value |
---|---|
Name | button_up |
Sound Name | Portal.button_up |
SourceEntityName | floor_button_door |
Next, add the following outputs to floor_button_door
:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnClose | button_up | PlaySound | 0.00 | No | |
![]() |
OnOpen | button_down | PlaySound | 0.00 | No |
Lighting
Create a light
entity in the middle of the base prop, 8 units above the base brush. Set the following keyvalues on it and the button should now be finished, ready to be implemented in a map:
Property Name | Value |
---|---|
Brightness | 251 159 57 30 |
BrightnessHDR | 251 159 57 20 |
Implementation
Place the button where it should be in the map. Add the outputs that should fire when the button is activated. The outputs that should be fired when the button is pressed should be the OnOpen output on floor_button_door
, and similar the OnClose output when the button is released.