Panels: Difference between revisions
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[[File:Portal2_panels.jpg|thumb|right|300px|Panels in Portal 2]] | [[File:Portal2_panels.jpg|thumb|right|300px|Panels in Portal 2]] | ||
Panels are | '''Panels''' are architectural elements. They are individually positioned so that, together, they form the test chamber. Because the panels are moved individually by robotic arms, the room can react to the player. They can form stairs, new ledges, open like doors, and tend to convey a sense that the room itself is alive. | ||
== Creating Panels == | == Creating Panels == | ||
1. Create a [[prop_dynamic]] entity with the following settings: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| World Model || models/anim_wp/room_transform/arm64x64_interior.mdl | |||
|- | |||
| Name || panel1 | |||
|- | |||
| Collision || Not Solid | |||
|} | |||
2. Create a <code>256Lx256Wx32H</code> block brush above the model. Tie it to a [[func_brush]] entity with the following settings: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || panel1_brush | |||
|- | |||
| Parent || panel1 | |||
|} | |||
3. Create a [[logic_auto]] entity and set up the output as follows: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnMapSpawn || panel1_brush || SetParentAttachmentMaintainOffset || panel_attach || 0.00 || Yes(?) | |||
|} | |||
Now the func_brush can follow the animation of the prop_dynamic. | |||
4. Create a [[logic_relay]] with the following settings: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || relay_panel1_animation | |||
|} | |||
and the following outputs: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnTrigger || panel1 || SetAnimation || (ANIMATION NAME) || 0.00 || Yes(?) | |||
|} | |||
== See also == | == See also == |
Revision as of 01:06, 30 April 2011
Panels are architectural elements. They are individually positioned so that, together, they form the test chamber. Because the panels are moved individually by robotic arms, the room can react to the player. They can form stairs, new ledges, open like doors, and tend to convey a sense that the room itself is alive.
Creating Panels
1. Create a prop_dynamic entity with the following settings:
Property Name Value World Model models/anim_wp/room_transform/arm64x64_interior.mdl Name panel1 Collision Not Solid
2. Create a 256Lx256Wx32H
block brush above the model. Tie it to a func_brush entity with the following settings:
Property Name Value Name panel1_brush Parent panel1
3. Create a logic_auto entity and set up the output as follows:
Now the func_brush can follow the animation of the prop_dynamic.
4. Create a logic_relay with the following settings:
Property Name Value Name relay_panel1_animation
and the following outputs: