Elevator (Portal 2): Difference between revisions

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Select the entity tool and create a func_instance and give it the name "Arrival_Elevator" and choose the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"
Select the entity tool and create a func_instance and give it the name "Arrival_Elevator" and choose the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"


Note: If the elevator does not load, save hammer and re-open it.
{{note|If the elevator does not load, save hammer and re-open it.}}


Step 2:
Step 2:
To make things simpler, and to not have to create 2 func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit to the left, right, up, or down to copy the first func_instance, and quickly put the copy exactly back on top of the original.(Note: This step is crucial as the two func_instances MUST be aligned directly on top of each other.)
To make things simpler, and to not have to create 2 func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit to the left, right, up, or down to copy the first func_instance, and quickly put the copy exactly back on top of the original.(Note: This step is crucial as the two func_instances MUST be aligned directly on top of each other.)


Note: If the elevator does not load, save hammer and re-open it.
{{note|If the elevator does not load, save hammer and re-open it.}}


Step 3:
Step 3:
Line 20: Line 20:
Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak!(Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)
Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak!(Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)


Other notes: You do not need a spawn point or a portal gun entity, the instances cover this.  
{{note|You do not need a spawn point or a portal gun entity, the instances cover this.  
However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.  
However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.}}
Now your elevator is complete, congratulations!
Now your elevator is complete, congratulations!

Revision as of 08:39, 21 May 2011

Elevators are a function used in Portal 2 to transition the player from level to level. Not to be confused with the Disassembler, which took the players from level to level in multiplayer.

Step 1: Select the entity tool and create a func_instance and give it the name "Arrival_Elevator" and choose the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"

Note.pngNote:If the elevator does not load, save hammer and re-open it.

Step 2: To make things simpler, and to not have to create 2 func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit to the left, right, up, or down to copy the first func_instance, and quickly put the copy exactly back on top of the original.(Note: This step is crucial as the two func_instances MUST be aligned directly on top of each other.)

Note.pngNote:If the elevator does not load, save hammer and re-open it.

Step 3: Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"

Step 4: Create one more func_instance entity anywhere, I prefer to put mine right behind the elevator model(Note: do not put it inside elevator model), name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf"

Step 5: Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak!(Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)

Note.pngNote:You do not need a spawn point or a portal gun entity, the instances cover this. However, a prop_testchamber_door would be ideal at the end of the hallway for a more aesthetic entrance to your level.

Now your elevator is complete, congratulations!