Fr/Panels: Difference between revisions

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(Created page with "{{otherlang2 |en=Panels }} thumb|right|300px|"The planks of tomorrow!" <br>- '''Cave Johnson''' '''Panels''' are architectural elements used throug...")
 
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[[File:Portal2_panels.jpg|thumb|right|300px|"The planks of tomorrow!" <br>- '''Cave Johnson''']]
[[File:Portal2_panels.jpg|thumb|right|300px|"The planks of tomorrow!" <br>- '''Cave Johnson''']]


'''Panels''' are architectural elements used throughout [[Portal 2]]. 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.
Les "Panneaux", sont des éléments clefs des sales de test de [[Portal 2]]. Elles permettent à l'environnement d'évolué selon les besoins, en modifiant les murs, le sol, ou le plafond. Elle peuvent aussi créer la formation d'escaliers, de portes, ou de rampes. Ainsi les salles de test sont modifiables à l'infini.


== Creating Panels ==
== Création d'un panneau ==


1. Create a [[prop_dynamic]] entity with the following settings:
1. Crée une entité [[prop_dynamic]], avec les paramètres suivants :
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
Line 23: Line 23:
|}
|}


2. Create a <code>256Lx256Wx32H</code> block brush above the model. Tie it to a [[func_brush]] entity with the following settings:
2. Crée un bloc [[func_brush]] de dimension <code>256Lx256Wx32H</code> sur le model. Paramétrez le comme ceci :  
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
Line 32: Line 32:
|}
|}


3. Create a [[logic_auto]] entity and set up the output as follows:
3. Crée une entité [[logic_auto]] avec les Outputs suivants :
::{| class=standard-table
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
|-
| [[Image:Io11.png]] || OnMapSpawn || panel1_brush || SetParentAttachmentMaintainOffset || panel_attach || 0.00 || Yes(?)
| [[Image:Io11.png]] || OnMapSpawn || panel1_brush || SetParentAttachmentMaintainOffset || panel_attach || 0.10 || Yes(?)
|}
|}


Now the func_brush can follow the animation of the prop_dynamic.
A présent le panneaux peut suivre l'animation de modèle, selon la pose désirée.


4. Create a [[logic_relay]] with the following settings:
4. Create a [[logic_relay]] with the following settings:

Revision as of 06:51, 8 March 2012

Template:Otherlang2


"The planks of tomorrow!"
- Cave Johnson

Les "Panneaux", sont des éléments clefs des sales de test de Portal 2. Elles permettent à l'environnement d'évolué selon les besoins, en modifiant les murs, le sol, ou le plafond. Elle peuvent aussi créer la formation d'escaliers, de portes, ou de rampes. Ainsi les salles de test sont modifiables à l'infini.

Création d'un panneau

1. Crée une entité prop_dynamic, avec les paramètres suivants :

Property Name Value
World Model models/anim_wp/room_transform/arm64x64_interior.mdl
Name panel1
HoldAnimation true
Collision Not Solid

2. Crée un bloc func_brush de dimension 256Lx256Wx32H sur le model. Paramétrez le comme ceci :

Property Name Value
Name panel1_brush
Parent panel1

3. Crée une entité logic_auto avec les Outputs suivants :

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn panel1_brush SetParentAttachmentMaintainOffset panel_attach 0.10 Yes(?)

A présent le panneaux peut suivre l'animation de modèle, selon la pose désirée.

4. Create a logic_relay with the following settings:

Property Name Value
Name relay_panel1_animation

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger panel1 SetAnimation (ANIMATION NAME) 0.00 Yes(?)

List of panels attachments

Note: Idle / Static models do not move. These are strictly aesthetic.


Model Path Animated Panel Attachment Name
anim_wp\arm_interior_192\arm_interior_128.mdl Yes GLASS - N/A
anim_wp\arm_interior_192\arm_interior_192.mdl Yes GLASS - N/A
anim_wp\arm_interior_192\video_arm.mdl Yes monitor_attach
anim_wp\arm_interior_192\video_arm_big.mdl Yes monitor_attach
anim_wp\circle_shield\circle_shield.mdl Yes panel_top
anim_wp\framework\circle_shield_static.mdl No N/A
anim_wp\room_transform\arm64x64_interior.mdl Yes panel_attach
anim_wp\room_transform\arm64x64_interior_rusty.mdl Yes panel_attach
anim_wp\telescope_arm\telescope_arm.mdl Yes panel_top
anim_wp\telescope_arm_128\telescope_arm_128.mdl Yes panel_top
anim_wp\telescope_arm_128\telescope_arm_128_glass.mdl Yes GLASS - panel_top
anim_wp\telescope_arm_128\telescope_arm_128_idle.mdl No N/A
anim_wp\telescope_arm_128\telescope_arm_128_upidle.mdl No N/A
anim_wp\telescope_arm_128\telescope_arm_128x256.mdl Yes GLASS - panel_top
anim_wp\telescope_arm_trans\telescope_arm_trans.mdl Yes GLASS - panel_attach
props_livingwall\armliving64x64.mdl Yes panel_attach

Animation Playback Rate

Sometimes it might be required for an arm (or any other prop_dynamic) to play its animation faster or slower. The playback rate of a prop_dynamic entity is expressed in numbers as representation of percentage, where 1 is equivalent to 100%, 2 is 200%, 0.5 is 50%, 0 is 0% of the animation playback rate (note that 0 will stop the animation completely). There are two ways to change default playback rate.

The first method is easier and applied to all of animation of a particular prop_dynamic. The playback rate can be assigned to the arm and this will have a constant effect on the arm's animations playback rate (it will always be playing any animations at that set rate). In order to do so an new output need to be added in the arm's properties:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnAnimationBegun !self SetPlaybackRate 5 0.00 No

Above output will make an arm to play all of its animations 5 times faster. The !self is a special wildcard that selects the entity that is firing that output (arm selects itself).


The second way of setting up the playback rate is more complex but also more flexible. The triggering entity (trigger_once etc.) has to set the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouch arm_0 SetAnimation pitflings_angled_01 0.00 No
Io11.png OnStartTouch arm_0 SetPlaybackRate 2 0.01 No

Above set-up, when triggered will cause arm_0 to start animation, one hundredth second later the animation playback will be increased to 200% (note that if both outputs were fired at the same time the playback rate will remain at default - 1).

See also