Creating indicator lights: Difference between revisions

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{{wip}}
=Introduction=
This tutorial will show you how to make those indicator strips on the ground and walls that change color when the trigger is activated.
 
=Overlays=
[[Image:Indicatorlights1.jpg|right|thumb|info_overlays all laid out.]]
The bulk of the lights are comprised of [[info_overlay]]s. The four textures used are:
*''signage/indicator_lights/indicator_lights_floor''
*''signage/indicator_lights/indicator_lights_wall''
*''signage/indicator_lights/indicator_lights_corner_floor''
*''signage/indicator_lights/indicator_lights_corner_floor''
 
1. Create a path using the above [[info_overlay]]s from your trigger to whatever they should activate. Give them all the same name; in this example we will use '''button_lights'''.
 
=Checkmark Box=
[[Image:Indicatorlights2.jpg|right|thumb|Where to put the frame.]]
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.
[[Image:Indicatorlights3.jpg|right|thumb|Where to put the brush.]]
2. Create a 32Wx4L432H block brush textured with ''tools/toolsnodraw''. Texture the edges with ''signage/signage_border'' and 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]]s.
{{clr}}
=Making it Work=
[[Image:Indicatorlights4.jpg|right|thumb|Final product]]
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/ect:
::{|
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || (on trigger) || button_lights_toggle || SetTextureIndex || 1 || 0.00 || No
|-
| [[Image:Io11.png]] || (off trigger) || button_lights_toggle || SetTextureIndex || 0 || 0.00 || No
|}
 
You now have helpful indicator lights to put around your map! You can download the tutorial map [http://www.remmiz.com/portal/maps/indicatorlightstutorial.zip here].

Revision as of 17:33, 20 November 2007

Introduction

This tutorial will show you how to make those indicator strips on the ground and walls that change color when the trigger is activated.

Overlays

info_overlays all laid out.

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_floor
  • signage/indicator_lights/indicator_lights_corner_floor

1. Create a path using the above info_overlays from your trigger to whatever they should activate. Give them all the same name; in this example we will use button_lights.

Checkmark Box

Where to put the frame.

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.

Where to put the brush.

2. Create a 32Wx4L432H block brush textured with tools/toolsnodraw. Texture the edges with signage/signage_border and 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_overlays.

Making it Work

Final product

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/ect:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png (on trigger) button_lights_toggle SetTextureIndex 1 0.00 No
Io11.png (off trigger) button_lights_toggle SetTextureIndex 0 0.00 No

You now have helpful indicator lights to put around your map! You can download the tutorial map here.