Elevator (Portal 2): Difference between revisions
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Elevators are | '''Elevators''' are used in Portal 2 to transition the player from level to level. They are not to be confused with the [[Disassembler]], which took the players from level to level in coop. | ||
==Adding elevators to a map== | |||
Select the entity tool | ===Entrance elevator=== | ||
1) Select the entity tool, create a [[func_instance]], and give it the name "Arrival_Elevator" and 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.}} | ||
[[Image:Elevatortutorial1.jpg|thumb|right|Both instances just after copying]] | |||
To make things simpler, and to not have to create | 2) To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original. | ||
{{note|If the elevator does not load, save | {{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 the map and re-open it.}} | |||
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" | |||
Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf" | |||
===Exit elevator=== | |||
Create one more func_instance entity anywhere | 4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf" | ||
===Connection to map=== | |||
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.) | 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|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! | ||
[[Category:Portal 2 Level Design]] |
Revision as of 13:59, 21 May 2011
Elevators are used in Portal 2 to transition the player from level to level. They are not to be confused with the Disassembler, which took the players from level to level in coop.
Adding elevators to a map
Entrance elevator
1) Select the entity tool, create a func_instance, and give it the name "Arrival_Elevator" and the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"

2) To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original.


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"
Exit elevator
4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf"
Connection to map
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.)

Now your elevator is complete, congratulations!