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= Portal 2 Themes =


A set of in-depth articles about the aesthetics of Portal 2. These few pages are based on [[User:Rubrica|Rubrica]]'s tutorial posted on Thinking With Portals<sup>[http://forums.thinkingwithportals.com/mapping-help/on-the-aesthetic-themes-in-portal-2-v0-9-1-t4257.html]</sup>.
= [[Reconstructing]] =
{{Portal 2 theme menu}}
This [[Portal 2]] aesthetic theme is displayed after the player had awakened [[GLaDOS]] in the single player campaign. Because GLaDOS drops the player deeper into the facility, vegetation and animals presence is significantly diminished; however the facility is still in disrepair and like the earlier [[Destroyed (Portal 2)|destroyed]] theme it is characterized by rusted, decayed areas filled with debris and broken glass.
 
Level transitions are usually placed in [[Elevator (Portal 2)|elevators]] surrounded by malfunctioning screens and rubble.
 
== In-Depth ==
[[File:Portal2 panels.jpg|thumb|right|300px|Notice the use of panels in the map.]]
This theme takes all the good bits from the destroyed theme, and adds GLaDOS, everyone's favourite homicidal computer. So when making a map don't forget to [[Making GLaDOS speak|get her talking]]. This theme is supposed to gradually get cleaner, this gives the impression the facility is back to it's senses after a long sleep. The levels are ''very'' dynamic, plenty of panels are present, fixing walls, floors, and ceilings; they are used as test elements or just for decoration. And because this theme's heavy use of entities that give the impression that everything is now alive, this theme is recommended for users with advanced knowledge of [[hammer]].
 
Going by the campaign, [[Faith Plate|Aerial Faith Plates]], [[Thermal Discouragement Beam|Thermal Discouragement Beams]] and [[Hard Light|Hard Light Surfaces]] are the main test elements used throughout the theme. However, that's a lot to go with, so don't try and cram everything in.
 
On another note unlike the destroyed maps which are fairly small, this theme's map are huge. In the game there are large places to maneuver, and long Faith Plate jumps, the ceilings are high and large [[Slime Water|toxic pools]] are common. Some of these pools are up to 1024 units wide.


#Destroyed
== Noticeable Elements ==
#Restore
The reconstructing theme theme is characterized by the very dynamic feel of it, GLaDOS is back in control and she need to fix ''everything''. She sometimes even build the test chamber itself when you're in it, adding the final touches.
#Behind the Scenes
=== GLaDOS ===
#Old-Aperture
#Clean


These tutorials will not cover the cooperative's campaign use of the themes; however the methods of using each theme will be described and can be used when detailing a cooperative testing track.  
Yep, she's back, and if you're using this theme you want her in it. Seriously; a map without dialogue is twice as boring as one that has it. That said, however, go for the unique quotes; we've heard the 'here come the test results' line millions of times, but how often do you hear 'like an eagle, piloting a blimp'? Even better, go for some of the cut lines that can still be found in the game's files! For a list of GLaDOS lines, see here<sup>[http://theportalwiki.com/wiki/GLaDOS_voice_lines]</sup>.
== Gallery ==


<gallery>
=== [[Panels]] ===
File:Sp colo tbeam paint0241.jpg
File:Global shadow mapping.jpg
File:Large Emancipation Grid.jpg
File:2011-05-10 00003.jpg
</gallery>


= Destroyed =
Panels are present all around this theme, doing miscellaneous work other than forming the test chamber itself. There are literally hundreds of animations to pick and use from; and if that ain't enough, there are plenty of other panel models to use.
{{Portal 2 theme menu}}
{{note|Search for animations with 'wake' or 'powerup' in their name in the model browser.}}
This [[Portal 2]] aesthetic theme is displayed during the beginning of the single player campaign, in the Aperture Laboratories chambers closest to the earth's surface. It is characterized by rusted, decayed, and moldy areas filled with debris, broken glass, swaying vegetation and cables. The lighting is harsher than other areas in the game, and has distant skylights through plants and wires which cast big shadows. Soundscapes include noises by crickets, cicadas and birds.
These wake animation are animations specifically tailored for this point in the game, and really give the sense that the facility is coming back to its senses. A good thing to do is scrolling through all the animations, with time you'll know exactly what you are looking for.
 
A thing that is important to point out is that on a large-ish grid size, the panels will be recessed two units into the wall; '''This is normal'''. A common mistake is moving them so they are flush with the Walls, and then adding the brush. All this means is that the panel will actually stick out from the wall. On that note, the brush attached to the robotic arm should be 2 units thick.  


Level transitions are usually placed in [[Elevator (Portal 2)|elevators]] surrounded by plants, with debris floating through the tubes. Some [[Test Door (Portal 2)|test doors]] are broken or malfunctioning.
Now about those miscellaneous dynamic elements to cover; let's begin with the elements relevant to this theme. One clever little trick is using a [[trigger_look]] to trigger a [[logic_relay|relay]], either when the player looks at it or when a certain amount of time has passed. This relay should start the animation of a panel or a group of panels. You should use it for the player might not look where you intended him to look and he'll miss all your hard work making those panels.


== In-Depth ==
But panels aren't always attached to robotic arms; some panels are just a brush. This is brilliant for making panels fall of the ceiling into toxic slime pools, which is good for two things. First, it looks awesome, and adds a dynamic element to your map. Second, however, it can be used in a large chamber to draw the players gaze and attention to a certain area, one that they might not have otherwise noticed straight away, perhaps giving them some guidance on where to go, so they can begin with a goal. To do this follow these instructions:
[[File:2011-05-10 00003.jpg|thumb|right|300px|One of the earliest tests in Portal 2 used this theme to make a small test unforgettable.]]
==== Step 1 ====
In the single-player campaign this was the first theme the player had encountered, and consequently had been designed to be visually striking and to leave as big an impact as possible on the player. This theme is supposed to everything feels very organic. On that note, however, do not confuse this with being dynamic; the player must get the feeling that everything is dying if not already dead, that this is the end, and that they are in solitude.
Create a [[func_physbox]], and texture it as you would to any other rusted panel, useful textures for that are:
The official campaign uses the theme only for two things:
* black_wall_metal_005@
#Tutorials - very simple cube and button based testing and momentum puzzles
* white_wall_tile_004@
#Plot advancement
* squarebeams_rusty_01
However don't limit yourself to such simple tests. As stated above this theme is designed to leave an impact on the player so if you have a simple yet innovative and unique puzzles, or those with brilliant moments of epiphany (colloquially known as 'aha' moments) use this theme. If you have a new testing element to show off, this sort of striking theme might just ingrain it in the player's mind forever.
<sub>@ - a variable, a set of letters and numbers.</sub>


== Noticeable Elements ==
Attach this func_physbox to a [[phys_hinge]] for maximum effect.
The destroyed theme is characterized by the very organic feel of it, the vegetation is the most iconic element of the theme, while the [[skybox]] is the main source of light in the map.
==== Step 2 ====
=== Skybox ===
Add a relay with the following outputs:
[[File:Sky change.png|thumb|right]]
:{| border=1 cellpadding="2" cellspacing="1"
If you'd like to let the player see the puzzle, adding a light source is very important. Since the theme is supposed to give the impression the player is very close to the surface, certainly the sun shines on the test track. Skybox lighting is actually very easy to create. Go into the Map menu and select map properties. Next, find the key value that says what the skybox texture should be, and change this to sky_white - no folder, no file extension, just that. Next, create a brush where you want the skybox to be; naturally, make sure it seals the map from leaks, as always. Texture this brush with tools/toolsskybox. Create a light_environment entity and place it anywhere inside the map. Now, you could just stop there, but it's bad practice to ever use a perfectly white light, so I like to use the setting Valve uses in their maps. Use these exact key values:
|- align=left style="background:#DCDCDC; color:black"
::{| class=standard-table
!
! Property Name || Value
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once
|-
|-
| Pitch || -80
| [[Image:Io11.png]] || OnTrigger || func_physbox || EnableMotion || &nbsp; || 0.00 || No
|-
|-
| Brightness || 255 247 217 250
| [[Image:Io11.png]] || OnTrigger || phys_hinge || Break || &nbsp; || 2.50 || No
|-
| Ambient || 255 247 217 400
|-
| Sun spread angle || 5
|-
| Angles || 0 280 0
|}
|}


=== Foliage ===


To have swaying vegetation in your map you must have an active env_wind entity and your plant models must be prop_static with the Ignore surface normal for computing vertex lighting set to 'yes' or '1'.' So, uh, yeah. I DID just copy that directly from the VDC. However, there is a little more to it than that; it sounds like common sense, but people tend to forget these things. First off, gameplay and aesthetics ARE NOT entirely segregated; when placing foliage (or any prop, for that matter, but especially foliage and sometimes rubble), you must consider the level's puzzle. You don't want to accidentally obscure a portalable wall with vines, thereby making the whole puzzle twice as hard. Secondly, and it infuriates me when people don't do this, place foliage in logical and realistic places. If there's a gaping hole in the ceiling, have the vines hang down from the edge of the hole, not the corner of the room (it is perfectly acceptable to have foliage in corners, nooks and crannies, but it just makes more sense to have it by holes). Also, if you do have vines by a hole, don't make the newbie mistake of having the vines start at ceiling level; have them start at skybox level, so that they're not hanging from mid-air, or at least make sure the player can't see that they are, if you do.
Don't constraint your self only to the ceiling, one can also perform this trick with wall panels; just don't use a hinge, but use a small phys_explosion behind the panel to knock it off the wall about a tenth of a second after its motion is enabled. There are instances you can use if you find them appealing:
 
*128x128_ceiling_panel_fall_01.vmf
*128x128_ceiling_panel_fall_02.vmf
*128x128_wall_panel_fall_01.vmf
 
== Miscellaneous tips ==
 
These are the main elements that should be used through out this theme:
*Fallen and broken wall and ceiling tiles
*[[Panels]] with power up animations
*[[Observation Room|Observation room(s)]] with light on
*Active [[Security Camera (Portal 2)|Security camera]]
*Enormous test chambers
*[[Slime Water]] pools
*Flashing [[Test Sign|test sign]]
 
The geometry should be a lot clearer than in the previous theme; everything should be a bit blockier, and a lot more of the panels are black, also; though there are roughly the same amount of white tiles, the solution shouldn't be obvious. This is really what, visually, distinguishes the previous theme from this one. Don't hesitate to make whole walls white, just so long as black and white are in about equal proportion. If you want, add subtle visual indicator to where portals should be placed.
 
== See also ==
*[[Panels]] - For more information on creating panels
*[[Making GLaDOS speak]] - A tutorial on making GLaDOS talk in a test
*http://theportalwiki.com/wiki/GLaDOS_voice_lines - GLaDOS voice lines, a great page with all her speech files

Revision as of 03:56, 12 November 2011

Tables

Trying to create good looking tables! ...You know, for the articles; but they need to reach perfection somewhere. If YOU feel like it, you can create a table here too, so that everyone can learn, including yourself. You can experiment on this page all day long - just leave your name as the title of the table, so that it'll be more organized.

To do such a thing, you would need to do something like this:

{| class="standard-table"
|+ your name goes here
!Header
|-
|Table
|}

For example:

Mr.p.kiwi 23:43, 31 July 2011 (PDT)
This will be a header This will be a header2 This will be a header3
Column1; Row1 Column2; Row1
Column 1; Row 2&3 Column3; Row2
Column2; Row3 Column3; Row3


External Links


Reconstructing

This Portal 2 aesthetic theme is displayed after the player had awakened GLaDOS in the single player campaign. Because GLaDOS drops the player deeper into the facility, vegetation and animals presence is significantly diminished; however the facility is still in disrepair and like the earlier destroyed theme it is characterized by rusted, decayed areas filled with debris and broken glass.

Level transitions are usually placed in elevators surrounded by malfunctioning screens and rubble.

In-Depth

Notice the use of panels in the map.

This theme takes all the good bits from the destroyed theme, and adds GLaDOS, everyone's favourite homicidal computer. So when making a map don't forget to get her talking. This theme is supposed to gradually get cleaner, this gives the impression the facility is back to it's senses after a long sleep. The levels are very dynamic, plenty of panels are present, fixing walls, floors, and ceilings; they are used as test elements or just for decoration. And because this theme's heavy use of entities that give the impression that everything is now alive, this theme is recommended for users with advanced knowledge of hammer.

Going by the campaign, Aerial Faith Plates, Thermal Discouragement Beams and Hard Light Surfaces are the main test elements used throughout the theme. However, that's a lot to go with, so don't try and cram everything in.

On another note unlike the destroyed maps which are fairly small, this theme's map are huge. In the game there are large places to maneuver, and long Faith Plate jumps, the ceilings are high and large toxic pools are common. Some of these pools are up to 1024 units wide.

Noticeable Elements

The reconstructing theme theme is characterized by the very dynamic feel of it, GLaDOS is back in control and she need to fix everything. She sometimes even build the test chamber itself when you're in it, adding the final touches.

GLaDOS

Yep, she's back, and if you're using this theme you want her in it. Seriously; a map without dialogue is twice as boring as one that has it. That said, however, go for the unique quotes; we've heard the 'here come the test results' line millions of times, but how often do you hear 'like an eagle, piloting a blimp'? Even better, go for some of the cut lines that can still be found in the game's files! For a list of GLaDOS lines, see here[1].

Panels

Panels are present all around this theme, doing miscellaneous work other than forming the test chamber itself. There are literally hundreds of animations to pick and use from; and if that ain't enough, there are plenty of other panel models to use.

Note.pngNote:Search for animations with 'wake' or 'powerup' in their name in the model browser.

These wake animation are animations specifically tailored for this point in the game, and really give the sense that the facility is coming back to its senses. A good thing to do is scrolling through all the animations, with time you'll know exactly what you are looking for.

A thing that is important to point out is that on a large-ish grid size, the panels will be recessed two units into the wall; This is normal. A common mistake is moving them so they are flush with the Walls, and then adding the brush. All this means is that the panel will actually stick out from the wall. On that note, the brush attached to the robotic arm should be 2 units thick.

Now about those miscellaneous dynamic elements to cover; let's begin with the elements relevant to this theme. One clever little trick is using a trigger_look to trigger a relay, either when the player looks at it or when a certain amount of time has passed. This relay should start the animation of a panel or a group of panels. You should use it for the player might not look where you intended him to look and he'll miss all your hard work making those panels.

But panels aren't always attached to robotic arms; some panels are just a brush. This is brilliant for making panels fall of the ceiling into toxic slime pools, which is good for two things. First, it looks awesome, and adds a dynamic element to your map. Second, however, it can be used in a large chamber to draw the players gaze and attention to a certain area, one that they might not have otherwise noticed straight away, perhaps giving them some guidance on where to go, so they can begin with a goal. To do this follow these instructions:

Step 1

Create a func_physbox, and texture it as you would to any other rusted panel, useful textures for that are:

  • black_wall_metal_005@
  • white_wall_tile_004@
  • squarebeams_rusty_01

@ - a variable, a set of letters and numbers.

Attach this func_physbox to a phys_hinge for maximum effect.

Step 2

Add a relay with the following outputs:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger func_physbox EnableMotion   0.00 No
Io11.png OnTrigger phys_hinge Break   2.50 No


Don't constraint your self only to the ceiling, one can also perform this trick with wall panels; just don't use a hinge, but use a small phys_explosion behind the panel to knock it off the wall about a tenth of a second after its motion is enabled. There are instances you can use if you find them appealing:

  • 128x128_ceiling_panel_fall_01.vmf
  • 128x128_ceiling_panel_fall_02.vmf
  • 128x128_wall_panel_fall_01.vmf

Miscellaneous tips

These are the main elements that should be used through out this theme:

The geometry should be a lot clearer than in the previous theme; everything should be a bit blockier, and a lot more of the panels are black, also; though there are roughly the same amount of white tiles, the solution shouldn't be obvious. This is really what, visually, distinguishes the previous theme from this one. Don't hesitate to make whole walls white, just so long as black and white are in about equal proportion. If you want, add subtle visual indicator to where portals should be placed.

See also