Vehicles (level design): Difference between revisions

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m (→‎Making a controllable brush vehicle.: Reworded a percentage of it, removed dead links.)
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First make your plane before you do anything. You're going to want to keep it balanced. If it's not it will keep dropping down on the heaviest side.
First create your a brush-based model of your plane, keep it balanced so it doesn't tip over.
SO keep it stays balanced like a real plane would or it will fly funky.




Select you whole plane and make it a '''func_physbox''', then give it a name like ''' plane_01'''
Select it and bind it to the '''func_physbox''' entity, assign it a name, ''' plane_01''' will do fine.




You need a chair to sit in. You should use the ''' prop_vehicle_prisoner_pod''' (you could use a buggy or airboat but that would look lame) name the chair ''' plane_01_pod''' Also make sure the pod isn't clipping into the planes func_physbox anywhere or it will go crazy sometimes. (it's ok if it clips with a door or other non-phys objects, but not the func_physbox)
You will require a seat to perch in. You should use the ''' prop_vehicle_prisoner_pod''' (you could use a buggy or airboat but that would look odd) name the chair ''' plane_01_pod''' Also make sure the pod isn't clipping into the planes func_physboxs - if it is then make sure it the seat is not solid. (it's ok if it clips with a door or other non-phys objects, but not the func_physbox)




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You also might want to make a trigger system to make it easier for the player to get in the plane and one that will
You also might want to make a trigger system to make it easier for the player to get in the plane and one that will teleport the player out (the top or either side of the plane) when exiting, to cancel out any problems that can occur - like getting stuck within the plane's solid parts.
teleport the player somewhere when exiting the pod so there is no getting stuck.




Make a ''' game_ui''' entity. Name it ''' plane_01_game_ui''' Set the outputs for the ''' plane_01_game_ui''' like so.
Make a ''' game_ui''' entity. Name it ''' plane_01_game_ui''' Set the outputs for the ''' plane_01_game_ui''' to the following.
http://www.1337gamer.com/tutorials/vehicle/plane_01_game_ui_outputs.gif
http://www.1337gamer.com/tutorials/vehicle/plane_01_game_ui_outputs.gif




Not you are going to need 3 ''' logic_compare''' entities. One for each, pitch. yawn. roll. These will control your thrusters.
Now you are going to require three ''' logic_compare''' entities. One for each, pitch. yawn. roll. These will control your thrusters.




First make a ''' logic_compare''' near the front of the plane and name it '''plane_01_logic_comparey'''. Then set the outputs for
First make a ''' logic_compare''' near the front of the plane and name it '''plane_01_logic_comparey'''. Then set the outputs for
''' plane_01_logic_comparey''' like this
''' plane_01_logic_comparey''' to this
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparey_outputs.gif
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparey_outputs.gif




Make another ''' logic_compare''' on one of the wings. Name it ''' plane_01_logic_comparex''' and set the outputs like so
Make another ''' logic_compare''' on one of the wings. Name it ''' plane_01_logic_comparex''' and set the outputs to the following
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparex_outputs.gif
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparex_outputs.gif




Make another ''' logic_compare''' near the engines. Name it ''' plane_01_logic_fly''' and set the outputs like so
Make another ''' logic_compare''' near the engines. Name it ''' plane_01_logic_fly''' and set the outputs to the following
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_fly_outputs.gif
http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_fly_outputs.gif


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Place a ''' phys_thruster''' on the right end on the other wing and name it '''plane_01_roll_counter_clockwise'''. Set the parent to
Place a ''' phys_thruster''' on the right end on the other wing and name it '''plane_01_roll_counter_clockwise'''. Set the parent to
''' plane_01''' set the force to 800 and set the direction of the force UP. Go into the flags and check ignore mass.
''' plane_01''' set the force to 800 and set the direction of the force UP. Go into the flags and check 'ignore mass'.




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You should now have a basic working plane that will probably need some adjustments here and there.
You should now have a basic working plane that will probably need some adjustments here and there.
Example map done by tyrtill it is really crappy and basic but here it is and it works:[http://tyrtill.evosanc.com/shared/sdk_vehicles2.zip sdk_vehicles2.zip] (offline !!!)
<BR>Edit by Price :
Here u have convert 2 planes, the fire is only for show its don't hurt
[http://home.arcor.de/price/bsp/bewegendes.htm plane_examples.zip]


[[Category:Level Design]]
[[Category:Level Design]]

Revision as of 15:00, 14 July 2008

Making a controllable brush vehicle.

First create your a brush-based model of your plane, keep it balanced so it doesn't tip over.


Select it and bind it to the func_physbox entity, assign it a name, plane_01 will do fine.


You will require a seat to perch in. You should use the prop_vehicle_prisoner_pod (you could use a buggy or airboat but that would look odd) name the chair plane_01_pod Also make sure the pod isn't clipping into the planes func_physboxs - if it is then make sure it the seat is not solid. (it's ok if it clips with a door or other non-phys objects, but not the func_physbox)


Next set the outputs to the plane_01_pod like so. http://www.1337gamer.com/tutorials/vehicle/plane_01_pod_outputs.gif


Now make some phys_constrants to hold the plane_01_pod to the plane_01. http://www.1337gamer.com/tutorials/vehicle/plane_01_pod_constrants.jpg


You also might want to make a trigger system to make it easier for the player to get in the plane and one that will teleport the player out (the top or either side of the plane) when exiting, to cancel out any problems that can occur - like getting stuck within the plane's solid parts.


Make a game_ui entity. Name it plane_01_game_ui Set the outputs for the plane_01_game_ui to the following. http://www.1337gamer.com/tutorials/vehicle/plane_01_game_ui_outputs.gif


Now you are going to require three logic_compare entities. One for each, pitch. yawn. roll. These will control your thrusters.


First make a logic_compare near the front of the plane and name it plane_01_logic_comparey. Then set the outputs for plane_01_logic_comparey to this http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparey_outputs.gif


Make another logic_compare on one of the wings. Name it plane_01_logic_comparex and set the outputs to the following http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_comparex_outputs.gif


Make another logic_compare near the engines. Name it plane_01_logic_fly and set the outputs to the following http://www.1337gamer.com/tutorials/vehicle/plane_01_logic_fly_outputs.gif


Now you need to setup the phys_thruster


Place a phys_thruster on the left end on the wing and name it plane_01_roll_clockwise. Set the parent to plane_01 set the force to 800 and set the direction of the force UP. Go into the flags and check ignore mass.


Place a phys_thruster on the right end on the other wing and name it plane_01_roll_counter_clockwise. Set the parent to plane_01 set the force to 800 and set the direction of the force UP. Go into the flags and check 'ignore mass'.


Place a phys_thruster on the front of the plane and name it plane_01_up. Set the parent to plane_01 set the force to 800 and set the direction of the force UP. Go into the flags and check ignore mass.


Place a phys_thruster on the front of the plane and name it plane_01_down. Set the parent to plane_01 set the force to 800 and set the direction of the force DOWN. Go into the flags and check ignore mass.


Place a phys_thruster at the end of the left engine and name it plane_01_fly1. Set the parent to plane_01 set the force to 2000 and set the direction of the force to "14 0 0". Go into the flags and check ignore mass.


Place a phys_thruster at the end of the right engine and name it plane_01_fly2. Set the parent to plane_01 set the force to 2000 and set the direction of the force to "14 0 0". Go into the flags and check ignore mass.


http://www.1337gamer.com/tutorials/vehicle/plane_01_finished_plane.jpg

-Rickler --Rickler 17:28, 4 Jan 2005 (EST)

You should now have a basic working plane that will probably need some adjustments here and there.