Creating an Observation Hallway: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (typo)
No edit summary
Line 22: Line 22:
Image:Halltut_(9).jpg|Seal the func_detail.
Image:Halltut_(9).jpg|Seal the func_detail.
Image:Halltut_(10).jpg|Texture the light. Make the inside light, white009 with a scale of 50. The outside part of the light should have the same texture of your ceiling.
Image:Halltut_(10).jpg|Texture the light. Make the inside light, white009 with a scale of 50. The outside part of the light should have the same texture of your ceiling.
Image:Halltut_(11).jpg|Add a [[spotlight]] and a [[point_spotlight]]. Default values will work.
Image:Halltut_(11).jpg|Add a [[light_spot]] and a [[point_spotlight]]. Default values will work.
Image:Halltut_(12).jpg|Group the light and place in multiple locations{{clarify}}.
Image:Halltut_(12).jpg|Group the light and place in multiple locations{{clarify}}.
Image:Halltut_(13).jpg|Cut away the roof where the light goes.
Image:Halltut_(13).jpg|Cut away the roof where the light goes.

Revision as of 10:38, 2 October 2010

Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

This is a tutorial for Portal.

Introduction

Making bts (behind the scenes) style observation halls is a simple job. It takes little time, especially with prefabricated items.

Due to the highly detailed nature of observation rooms, this tutorial will be provided in images. Reading order is left to right, then down.

Note.pngNote:The circular ceiling light can be copied and pasted from the example Portal map included with the Source SDK

Tutorial

See also