Detailing metal walls: Difference between revisions

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=== Step 9 ===
=== Step 9 ===
Once your done with detailing, and putting env_cubemap's near the metal walls. put them 16 units from the wall and put these properties
Once your done with detailing, place env_cubemap's near the center of each distinct area in your map. Ensure they are no closer then 16 units near the wall.


 
Start the game, go to Developer Console and type  
::{| class=standard-table
!  Property Name || Value
|-
| Cubemap Size || 33x32
|-
| Brush faces  || None
|-
|}
 
 
start the game, once started Go to Console and type  


   buildcubemaps
   buildcubemaps


After The procces is done, go back t console and type these in  
After The process is done, go back to console and type these in  


   mat_reloadallmaterilas and mat_reloadtextures
   mat_reloadallmaterilas and mat_reloadtextures


and you can get the reflecive effect you see in Portal
and you can get the reflective effect you see in Portal
[[Image:Reflectivewall.jpg|right|thumb|]]
[[Image:Reflectivewall.jpg|right|thumb|]]

Revision as of 19:36, 18 July 2010

Portal Level Creation
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Introduction

Detailed metal walls will make any standard room in portal look professional. They are more aesthetically pleasing than a standard repeated tile.

Step 1

Find the wall you wish to detail. It helps to turn off everything except world geometry.

Wall1.jpg







Step 2

Cordon off the wall, that way you can move pieces of the wall around quickly and efficiently in 2D.

Wall2.jpg







Step 3

Resize the main block to 128*128 and then change it's material to the largest metal wall texture.

Wall3.jpg







Step 4

Duplicate the block and move it around in random places. Make sure they snap to a 32*32 grid to avoid problems later.

Wall4.jpg







Step 5

Resize a block and re texture it with the medium wall texture. Repeat step 4.

Wall5.jpg







Step 6

Repeat step 5 for the smallest metal wall texture.

Wall6.jpg







Step 7

Move some of the blocks back 32 or 64 units and texture the block with white001. This will create the characteristic lighting seen in the chambers. Only use small blocks on the walls, so a player can't jump into it and cheat.

Wall7.jpg







Step 8

Turn off the Cordon, and enable all entities. Check for problems and your done.

Repeat for each wall.

Wall8.jpg






Step 9

Once your done with detailing, place env_cubemap's near the center of each distinct area in your map. Ensure they are no closer then 16 units near the wall.

Start the game, go to Developer Console and type

  buildcubemaps

After The process is done, go back to console and type these in

  mat_reloadallmaterilas and mat_reloadtextures

and you can get the reflective effect you see in Portal

Reflectivewall.jpg