Screen (Portal 2): Difference between revisions

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Monitors are made by making a [[func_monitor]] and a [[point_camera]].
Monitors are made by making a [[func_monitor]] and a [[point_camera]].


==Step 1==
==Step 1: Entities==


Make an entity (See [[Creating_a_brush_entity]] for help). Change the entity into the [[func_monitor]] class. Name the entity monitor1.
Make an entity (See [[Creating_a_brush_entity]] for help). Change the entity into the [[func_monitor]] class. Name the entity monitor1.


==Step 2==
==Step 2: Point Camera==
[[File:Pointcam.png|thumb|right|180px|point_camera used to show wheatley's monitor]]
[[File:Pointcam.png|thumb|right|180px|point_camera used to show wheatley's monitor]]
Make a [[point_camera]] with the name monitor_camera.
Make a [[point_camera]] with the name monitor_camera.
It should look like this when you put it in your map. Make sure it is in the right position so the monitor will show clearly the thing you want to be  showed up in the func_monitor
It should look like this when you put it in your map. Make sure it is in the right position so the monitor will show clearly the thing you want to be  showed up in the func_monitor


==Step 3==  
==Step 3: Monitors' Properties==  
Go to the [[func_monitor]]’s properties and set camera name to: '''monitor_camera'''.
Go to the [[func_monitor]]’s properties and set camera name to: '''monitor_camera'''.


==Step 4==   
==Step 4: Triggers==   
Connect the camera and the monitor to a trigger and set the trigger’s output to:
Connect the camera and the monitor to a [[trigger]] and set the trigger’s output to:


::{| class=standard-table
::{| class=standard-table
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|}
|}


==Step 5==  
==Step 5: Texture==  
[[File:Monitor texture.png|thumb|right|140px|The texture that is needed to be used]]
[[File:Monitor texture.png|thumb|right|140px|The texture that is needed to be used]]
Texture the face you want the screen to appear to "dev_tvmonitor1a". You should also click the button "Fit" for a better quality.
Texture the face you want the screen to appear to "dev_tvmonitor1a". You should also click the button "Fit" for a better quality.


==Step 6: Making the "studio"==
Make a 416x716x544 block and right click on the 2D view of it and press "hollow". Write in the box "32" and click OK. You should texture it with a black texture.
==Step 7: Adding/Controlling Wheatley==
Many people don't know how to work with scripts and with npcs. So the best way to make wheatley is a [[prop_dynamic]]. The model should be "glados_wheatley_boss_screen.mdl" and name it "wheatley". Put it in the black room. After that you can use triggers and connect it with the model so you can use his animations. For Example:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnTrigger || wheatley || SetAnimation || 03_lowDefenseFire || 0.00 || No
|}


[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]

Revision as of 07:30, 19 July 2012

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Monitors are easy to make and they make the map more living.

Creating

Monitors are made by making a func_monitor and a point_camera.

Step 1: Entities

Make an entity (See Creating_a_brush_entity for help). Change the entity into the func_monitor class. Name the entity monitor1.

Step 2: Point Camera

point_camera used to show wheatley's monitor

Make a point_camera with the name monitor_camera. It should look like this when you put it in your map. Make sure it is in the right position so the monitor will show clearly the thing you want to be showed up in the func_monitor

Step 3: Monitors' Properties

Go to the func_monitor’s properties and set camera name to: monitor_camera.

Step 4: Triggers

Connect the camera and the monitor to a trigger and set the trigger’s output to:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger monitor Enable 0.00 No
Io11.png OnTrigger monitor_camera SetOn 0.00 No

Step 5: Texture

The texture that is needed to be used

Texture the face you want the screen to appear to "dev_tvmonitor1a". You should also click the button "Fit" for a better quality.

Step 6: Making the "studio"

Make a 416x716x544 block and right click on the 2D view of it and press "hollow". Write in the box "32" and click OK. You should texture it with a black texture.

Step 7: Adding/Controlling Wheatley

Many people don't know how to work with scripts and with npcs. So the best way to make wheatley is a prop_dynamic. The model should be "glados_wheatley_boss_screen.mdl" and name it "wheatley". Put it in the black room. After that you can use triggers and connect it with the model so you can use his animations. For Example:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger wheatley SetAnimation 03_lowDefenseFire 0.00 No