Creating Portal Cat Walks: Difference between revisions
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== Introduction == | == Introduction == | ||
This guide will show you how to create Cat Walks seen in <code>testchmb_a_15</code> and <code>escape_02</code>. | This guide will show you how to create Cat Walks seen in <code>testchmb_a_15</code> and <code>escape_02</code>. | ||
== Cat Walk Texturing == | == Cat Walk Texturing == | ||
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*X: 22 | *X: 22 | ||
Make sure to tie each Cat Walk brush to a <code>[[func_detail]]</code>. | |||
{{note|Change the length to how long your Cat Walk needs to be, it does not have to be 384 units.}} | {{note|Change the length to how long your Cat Walk needs to be, it does not have to be 384 units.}} | ||
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{{clr}} | {{clr}} | ||
Select all the brushes and tie them to a <code>func_detail</code> | |||
Create a <code>[[move_rope]]</code> entity and enter the following properties: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || rope_prop_1 | |||
|- | |||
| Next KeyFrame || rope_prop_2 | |||
|- | |||
| Width || 1 | |||
|} | |||
Create a <code>[[keyframe_rope]]</code> entity and set its name to <code>rope_prop_2</code> and position it as seen in the image: | |||
[[File:Portal bts catwalks rope1.png|thumb|left|250px|Rope 1]] | |||
{{clr}} | |||
Position the <code>move_rope</code> entity so that it touches the ceiling, keep its X and Y coordinates the same as the <code>keyframe_rope's</code> | |||
Lastly, put copy the rope to the other side and set one of the <code>keyframe_ropes</code> <code>Next Keyframe</code> value to the other <code>keyframe_ropes</code>. | |||
== Stairs == | |||
{{todo| Finish the rest of this guide}} | |||
== Details == | == Details == | ||
You can include details such as handrails falling off, broken flooring, floor pieces, etc... | You can include details such as handrails falling off, broken flooring, floor pieces, etc... | ||
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* [[Portal Level Creation]] | * [[Portal Level Creation]] | ||
[[Category:Portal]] | |||
[[Category: | [[Category:Level Design]] | ||
[[Category:Level_Design_Tutorials]] | |||
[[Category:Tutorials]] |
Revision as of 23:14, 4 May 2022
Introduction
This guide will show you how to create Cat Walks seen in testchmb_a_15
and escape_02
.
Cat Walk Texturing
Most of the catwalk will be 64w*384l*4h.
Set the bottom and top texture to metal/metalfloor_bts_001b
Set the side textures to metal/metalbeam_bts_001a
.
Enter the following properties with the Face Edit Sheet
:
Texture Scale:
- X: 0.13
- Y: 0.13
Texture Shift:
- X: 22
Make sure to tie each Cat Walk brush to a func_detail
.

Entrance and Exit setup
Path Type 1
If the beginning or end of the path is a 128 unit tall and wide walk way, create a 128w*128l*4h brush on the entrance/exit.
Path Type 2
If the beginning or end of the path is a 128 unit tall and 64 unit wide walk way, just use the 64w*384l*4h brush.
If your Cat Walk has multiple directions it can go, create another brush on the side of the corner brush.
Hand Rails
Create prop_static
and set their model to models/props_c17/handrail04_long.mdl
. Sometimes it may be necessary to use handrail04_medium.mdl
and handrail04_short.mdl
Place the Cat Walks' feet in between the air and the Cat Walk it self.
Support Ropes
Make sure that all textures are Aligned to Face.
Create 2 80w*3l*8h brushes with the metal/metalbeam_bts_001a
texture and create 2 4w*2l*6h brushes with the metal/metalbeam_bts_001a
texture.
Enter the following properties with the Face Edit Sheet
for all faces:
Texture Scale:
- X: 0.13
- Y: 0.13
Rotation: 90.00
For all of the side faces and left brush's top and bottom faces, enter the following properties with the Face Edit Sheet
:
Texture Shift:
- X: -95
- Y: 460
For the right brush's top and bottom faces, enter the following properties with the Face Edit Sheet
:
Texture Shift:
- X: 95
- Y: 460
Select all the brushes and tie them to a func_detail
Create a move_rope
entity and enter the following properties:
Property Name | Value |
---|---|
Name | rope_prop_1 |
Next KeyFrame | rope_prop_2 |
Width | 1 |
Create a keyframe_rope
entity and set its name to rope_prop_2
and position it as seen in the image:
Position the move_rope
entity so that it touches the ceiling, keep its X and Y coordinates the same as the keyframe_rope's
Lastly, put copy the rope to the other side and set one of the keyframe_ropes
Next Keyframe
value to the other keyframe_ropes
.
Stairs
Details
You can include details such as handrails falling off, broken flooring, floor pieces, etc...
Decorative Cat Walks
These cat walks are seen in escape_02 in the room containing the GLaDOS chamber and the cat walks on the very top in the turret room.