User:Alvin/Sandbox: Difference between revisions
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{| class="standard-table" style="margin:auto;" | |||
|+ <p style="margin:.5em auto 0;padding:0 0 0 3.6em;width:200px;">[[File:Source-logo.png|200px|link=|Source]]</p> | |||
<p style="margin:1em;">'''[[SDK Installation|Download and Installation]] | [[:Category:Source SDK FAQ|Frequently Asked Questions]] | [[Source SDK Release Notes|Release Notes]]'''</p> | |||
|- | |||
| '''[[:Category:Modding|Modding]]''' | |||
| Creating, organizing and releasing your Source project | |||
|- | |||
| '''[[:Category:Level Design|Level Design]]''' | |||
| Maps are the 3D worlds where everything comes together | |||
|- | |||
| '''[[:Category:Programming|Programming]]''' | |||
| A mod's C++ code defines the way its world and game rules behave | |||
|- | |||
| '''[[:Category:Modeling|Modeling]]''' | |||
| Models are the detailed 3D objects that appear in the game world | |||
|- | |||
| '''[[:Category:Material System|Materials]]''' | |||
| Textures and shaders are combined in Source to create materials | |||
|- | |||
| '''[[:Category:Sound System|Sounds]]''' | |||
| Quality audio adds a fourth dimension to your world | |||
|- | |||
| '''[[:Category:Particle_System|Particles]]''' | |||
| Effects like smoke, sparks, blood and fire are created with particles | |||
|- | |||
| '''[[:Category:Choreography|Choreography]]''' | |||
| Direct your digital actors' performances with choreographed scenes | |||
|- | |||
| '''[[:Category:Tutorials|Tutorials]]''' | |||
| Step-by-step guides on a variety of topics | |||
|- | |||
| '''[[:Category:Technical|Technical]]''' | |||
| In-depth discussion of Source's features | |||
|- | |||
| '''[[:Category:Glossary|Glossary]]''' | |||
| Explanations for terms you may encounter | |||
|- | |||
| '''[[:Category:Third Party Tools|Third-Party Tools]]''' | |||
| Useful developer tools created by the community | |||
|} | |||
[[Category:Entry pages]]__NOTOC____NOEDITSECTION__ | |||
== DOTA 2 == | == DOTA 2 == |
Revision as of 04:40, 23 August 2011
Aperture Science is the mysterious research corporation behind the plot of Portal.
According to its website, Aperture was founded by Cave Johnson in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'
Aperture eventually created the Aperture Science Handheld Portal Device, and built the Aperture Science Enrichment Center to test it. They also created GLaDOS in response to the news that Black Mesa was working on a similar portal technology.
The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS. The Company's Slogan: Aperture Science: We do what we must, because we can.
Making GLaDOS Speak
Using preset sounds
It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an ambient_generic, but this has an unfortunate downside: ambient_generic
entities continue to play even when the game is paused (hence the "ambient" part of the entity name).
In Valve's maps, a logic_choreographed_scene is used instead. Here's how to make GLaDOS speak in your own maps with a logic_choreographed_scene
entity:
- Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
- Inside the room, create a generic_actor entity. Set the entity's model to models/props/metal_box.mdl or something similar. The model doesn't really matter, but Valve uses metal_box in their maps because the map already uses that model in most cases (thus saving memory).
- Set the
generic_actor
's Name property to Aperture_AI (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function). - Create a
logic_choreographed_scene
in your play area and set the Scene property to whatever scene you want to play.

There are also many scenes that can be made for special use, including things like weighted storage cubes, and cameras.
Cameras


* scenes\general\generic_security_camera_destroyed-1.vcd * scenes\general\generic_security_camera_destroyed-2.vcd * scenes\general\generic_security_camera_destroyed-3.vcd * scenes\general\generic_security_camera_destroyed-4.vcd * scenes\general\generic_security_camera_destroyed-5.vcd
Storage Cubes
* general\ai_box_fried.vcd * general\ai_box_lost.vcd
Now, just trigger the logic_choreographed_scene
entity and listen to GLaDOS speak!
Custom sounds
You can put in your own sounds for GLaDOS's voice if you like - just follow these steps:

- Create your sound and place it in "~/USERNAME/portal/portal/sound/MAPNAME/"
- Place an
ambient_generic
anywhere in your map - preferably near the trigger that will activate it. - Open the "Sound Name" field in the
ambient_generic
's properties and browse for your sound name. - Make a name for your
ambient_generic
, trigger it with a PlaySound input from somewhere, and it should work.
Important notes
- Your audio file needs to be a .wav file, preferably 22050 Hz Sample Rate and Playback Rate.
- When distributing the map, you will need to either package the sound with the map or use bspzip to add the files to your .bsp if you want the sounds to be heard by recipients of your map.
- If you use bspzip, make sure to use all lowercase letters on everything and to use the .bsp internal sound folder of "/sound/MAPNAME/sound.wav"
- If things don't work correctly, try to trigger the sound in-game, then look at the developer's console and see if it gives you an error; this can be a valuable troubleshooting tool.
- All scenes from the GLaDOS' chamber requires a generic_actor named tim_larkin.
See also
Chell
Chell is the player character in Portal and Portal 2. Little is known of her, other than that she is dressed in test-subject attire and wears heel-springs to protect her from fall damage.
Unlike Gordon Freeman, a Chell model exists and she is visible in-game. The mechanics of portals required the player character to be visible.
Cube (Portal 2)
Cubes are portable objects in the Portal series. A cube can be placed on a button to activate it.
Various kinds of cubes exist in Portal 2. The standard cube changes color when it triggers a button. The edgeless cube acts the same, but is ball-shaped, and may be placed in a special button-receptacle. The pivot cube (also known as a redirection cube) can redirect a discouragement beam. The companion and underground cubes are themed, but functionally the same as the standard cube. Frakenturrets are also functionally the same, but under certain conditions will jump around.
Cube
prop_weighted_cube - The entity models/props/metal_box.mdl - The world model portal_weighted_cube - in game command line
There are also reflector cubes which can redirect env_portal_laser's
Dropper
Trojan Dropper LOL
GLaDOS
The deceitful computer, GLaDOS (which stands for Genetic Lifeform and Disk Operating System), is the speaker and controller behind the Aperture Science Enrichment Center. She has an odd obsession with cakes.
Origin
GLaDOS was created in response to the news that Black Mesa was developing a portal technology similar to that of Aperture Science. Her original purpose was to be an artificially intelligent research assistant (and disk operating system). Work on GLaDOS started in 1986, and was under development for more than ten years before she was finally completed several years after 1996. GLaDOS was activated for the first time, untested, during one of the events on Aperture Science's first annual "bring-your-daughter-to-work" day.
In many ways, the initial test went well...
GLaDOS is made up of several "personality cores" in the form of strange spheres that apparently control the AI's behavior. Chell encounters a morality core, curiosity core, cake core, and anger core (in that order) while destroying GLaDOS.
Spoiler Warning!
What follows is from Portal 2. If you have not played the game yet and do not wish to ruin the experience, do not read any further.
Updated Origin
Cave Johnson, founder of Aperture Science Center, in his wild pursuit of better portal technology, managed to contract cancer from the powdered dust of moon rocks. Over the years, he became more and more irrational until one day, in a fit of "genius", he decided to put his assistant Caroline in his new computer core. This was in the late 1970's. The final "version" of GLaDOS was not completed until 1996. The ten years it took to actually develop GLaDOS were mostly the OS portion.
The stresses of running the Enrichment Center were apparently too much for Caroline to handle. Her mind was simply not able to deal with the amount of testing the Enrichment Center needed to have completed on a daily basis. This may have been the reason for the addition of the OS to the computer core. It is unclear what drove the combined Human/AI mind to the point it is at when we first meet GLaDOS, but one thing is clear: the compulsion to test constantly certainly was a contributing factor. It is unfortunate that Caroline was the sane, stable part of GLaDOS. Caroline was also the only thing keeping Johnson from going completely insane.
Personality Core
Template:Portal series point It spawns a core of GLaDOS computer. It resemble the human eyeball with handles attached to it. These play dialogue and look around when near the player.
The Portal 2 version of this entity is npc_personality_core, though this entity is still available in the Portal 2 codebase.
Keyvalues
- Core Personality ([todo internal name (i)]) <choices>
- Which personality VO set the core is set to.
- 0 : Curious
- 1 : Aggressive
- 2 : Crazy
- 3 : None
- Pause (in secs) between VO Lines. ([todo internal name (i)]) <float>
- When the core is talking, this is the number of seconds delay between it's spoken lines.

Flags

Inputs
- Panic
- Core is near death, panic.
- StartTalking
- Start playing lines, play looking animations.

Internet ng R. Samonte Lab
08:57 - Default boot scheduled to finish in 71:23:18
08:58 - Activating emergency distributed computing grid...
09:00 - GLaDOS@home starting...
09:01 - Recruiting cpus to force faster boot sequence...
19:55 - Calculations complete for The Wonderful End of the World. Recalculating a new launch projection...
11:55 - Calculations complete for 1... 2... 3... Kick It!. Recalculating a new launch projection...
21:00 - Calculations complete for AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity. Recalculating a new launch projection...
04:00 - Calculations complete for RUSH. Recalculating a new launch projection...
10:15 - Calculations complete for Cogs. Recalculating a new launch projection...
15:35 - Calculations complete for Toki Tori. Recalculating a new launch projection...
20:20 - Calculations complete for BIT.TRIP BEAT. Recalculating a new launch projection...
10:50 - Engaging starch-based power cells
11:00 - Reboot safety test protocol initiated...
11:00 - Relaxation chamber locks released...
11:00 - Involuntary hazard mitigation associates have assumed testing positions...
11:00 - Pre-release lethality assessment initiated...
12:40 - Calculations complete for Audiosurf. Recalculating a new launch projection...
15:35 - Calculations complete for The Ball. Recalculating a new launch projection...
20:00 - Preliminary lethality assessment complete
20:00 - Results inconclusive
20:00 - Expanding candidate pool
20:17 - Calculations complete for Super Meat Boy. Recalculating a new launch projection...
20:25 - Calculations complete for Killing Floor. Recalculating a new launch projection...
21:25 - Calculations complete for Defense Grid: The Awakening. Recalculating a new launch projection...
21:26 - Calculations complete for Amnesia: The Dark Descent. Recalculating a new launch projection...
21:29 - Boot sequence complete 21:29 - Commence testing
Cavite City Philippines Planet Earth
Modding | Creating, organizing and releasing your Source project |
Level Design | Maps are the 3D worlds where everything comes together |
Programming | A mod's C++ code defines the way its world and game rules behave |
Modeling | Models are the detailed 3D objects that appear in the game world |
Materials | Textures and shaders are combined in Source to create materials |
Sounds | Quality audio adds a fourth dimension to your world |
Particles | Effects like smoke, sparks, blood and fire are created with particles |
Choreography | Direct your digital actors' performances with choreographed scenes |
Tutorials | Step-by-step guides on a variety of topics |
Technical | In-depth discussion of Source's features |
Glossary | Explanations for terms you may encounter |
Third-Party Tools | Useful developer tools created by the community |
DOTA 2

Watch this page, Steam News, or Steam Updates for more information.
Dota 2 is the official follow-up to the Warcraft III custom map Defense of the Ancients. It is an "Action RTS" where players control a Hero unit and engage enemy players using their Heroes' unique abilities. Valve is collaborating with one of the primary contributors of the original DotA series.
Features
- Cloth simulation
- Real-time cloth simulation (i.e. soft-body physics) will be introduced to Source.
- Global lighting
- The world is lit and shadowed dynamically with env_global_light (in addition to pre-compiled light).
- Steamworks integration
- Building upon community-driven features from Team Fortress 2, players will be able to share strategy guides and coach newer players through Steamworks.
Maps
dota
- played by Valve, possibly remake of the first DotA.