Creating indicator lights: Difference between revisions

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*''signage/indicator_lights/indicator_lights_floor''
*''signage/indicator_lights/indicator_lights_floor''
*''signage/indicator_lights/indicator_lights_wall''
*''signage/indicator_lights/indicator_lights_wall''
*''signage/indicator_lights/indicator_lights_corner_floor''
*''signage/indicator_lights/indicator_lights_corner_wall''
*''signage/indicator_lights/indicator_lights_corner_floor''
*''signage/indicator_lights/indicator_lights_corner_floor''



Revision as of 04:36, 21 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_wall
  • 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 32Wx4Lx32H 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.


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