Creating a wake-up bed: Difference between revisions

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== Introduction ==
== Introduction ==
<div style='padding-left:20px'>Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it.</div>




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===TEXT HERE===
===Models===
[[Image:**.jpg|right|thumb|Step *]]
[[Image:**.jpg|right|thumb|Step *]]
<div style='padding-left:20px'>TEXT HERE</div></div>
<div style='padding-left:20px'>Create two prop_dynamic entities. One should be models\props\bed_body_reference.mdl and the other models\props\bed_cover_reference.mdl. Call the cover bed_cover.<br><br>Create a third prop_dynamic. Call it blackout, with the model models\blackin.mdl. This model will provide the movement for the camera. Place the blackout model, so that it's origin is on the floor and pointing 90° to the right of where the player will be standing. For this tutorial, place it as shown.</div></div>
 
 
<div style='clear:both'>
===Start===
[[Image:**.jpg|right|thumb|Step *]]
<div style='padding-left:20px'>Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible.</div></div>


== See also ==
== See also ==

Revision as of 13:16, 15 June 2009

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Introduction

Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it.


Models

Create two prop_dynamic entities. One should be models\props\bed_body_reference.mdl and the other models\props\bed_cover_reference.mdl. Call the cover bed_cover.

Create a third prop_dynamic. Call it blackout, with the model models\blackin.mdl. This model will provide the movement for the camera. Place the blackout model, so that it's origin is on the floor and pointing 90° to the right of where the player will be standing. For this tutorial, place it as shown.


Start

Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible.

See also