Creating an incinerator: Difference between revisions
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Make a little room, the walls for each side contain 2 brushes. | Make a little room, the walls for each side contain 2 brushes. | ||
2 walls are 152w*16*128h brushes. | 2 walls are <code>152w*16*128h</code> brushes. | ||
The top part of the walls have the texture | The top part of the walls have the texture <code>metalwall_bts_006a</code> and | ||
the bottom part has the texture | the bottom part has the texture <code>metalwall_bts_006b_gradient</code>. | ||
Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift. | Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift. | ||
The floor of the little room is 128w*128l*16h and the top face texture is light_orange001 | The floor of the little room is <code>128w*128l*16h</code> and the top face texture is <code>light_orange001</code> | ||
===Fire Particles=== | ===Fire Particles=== | ||
Create a info_particle_system | Create a <code>info_particle_system</code> entity | ||
Set it's name to | Set it's name to <code>fire_particles</code> | ||
Set the angles to 0 270 0 | Set the angles to <code>0 270 0</code> | ||
Set | Set <code>Particle System Name</code> to <code>fire_incinerator_door</code> | ||
Put this particle in the hole of the incinerator doors | Put this particle in the hole of the incinerator doors | ||
===Collision=== | ===Collision=== | ||
Create a 208*208l*16h arch with the invisible texture and | Create a <code>208*208l*16h</code> arch with the <code>invisible</code> texture and | ||
set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0 | set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0 | ||
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===Manual Collision=== | ===Manual Collision=== | ||
Create a 144*144l*192h arch with the invisible texture | Create a <code>144*144l*192h</code> arch with the <code>invisible</code> texture | ||
Set Number of sides to 16 | Set Number of sides to 16 | ||
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Select the clipping tool, from the top right of the shape, make a <code>30 degree cut</code> from right to left. | |||
Select the clipping tool, from the top right of the shape, make a 30 degree cut from right to left. | |||
Then cut off the top side of the shape. | Then cut off the top side of the shape. | ||
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===Nudging The Box=== | ===Nudging The Box=== | ||
Create a 128s*128l*8h brush with the trigger texture. Tie it to a trigger_multiple. | Create a <code>128s*128l*8h</code> brush with the trigger texture. Tie it to a <code>trigger_multiple</code>. | ||
Set it's name to | Set it's name to <code>nudge_boxes</code> | ||
Set it's filter_name to filter_boxes | Set it's <code>filter_name</code> to <code>filter_boxes</code> | ||
Go to flags and check | Go to flags and check <code>Physics Objects</code> and uncheck <code>clients</code>. | ||
Go to outputs and enter the following: | Go to outputs and enter the following: | ||
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===Door Collision=== | ===Door Collision=== | ||
Make 128s*128l*8h brush with the invisible texture. | Make <code>128s*128l*8h</code> brush with the invisible texture. | ||
Tie it to a func_brush entity. | Tie it to a <code>func_brush</code> entity. | ||
Name it | Name it <code>incinerator_collision_door</code> | ||
Hold Ctrl + M and change the x value to 25 | Hold Ctrl + M and change the x value to 25 | ||
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Make 3 Logic_Relays | Make 3 Logic_Relays | ||
Name them | Name them <code>relay_incinerator_open</code>, <code>relay_incinerator_close</code>, and <code>relay_euthanization</code> | ||
On relay_incinerator_open add the following outputs: | On <code>relay_incinerator_open</code> add the following outputs: | ||
{| {{OutputsTable}} | {| {{OutputsTable}} | ||
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===Killing the Box=== | ===Killing the Box=== | ||
Make 128s*128l*8h brush with the trigger texture. | Make <code>128s*128l*8h</code> brush with the trigger texture. | ||
Tie it to a trigger_once entity. | Tie it to a trigger_once entity. | ||
Name it to trigger_killbox | Name it to <code>trigger_killbox</code> | ||
Set it's Filter Name to filter_boxes | Set it's <code>Filter Name</code> to <code>filter_boxes</code> | ||
Go to flags and check | Go to flags and check <code>physics objects</code> and uncheck <code>Clients</code> | ||
Enter the following in outputs: | Enter the following in outputs: | ||
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==Implementation== | ==Implementation== | ||
Have a certain object trigger relay_incinerator_open to open the incinerator | Have a certain object trigger <code>relay_incinerator_open</code> to open the incinerator | ||
When that certain object deactivates, trigger relay_incinerator_close. | When that certain object deactivates, trigger <code>relay_incinerator_close</code>. | ||
== See also == | == See also == | ||
* [[Portal Level Creation]] | * [[Portal Level Creation]] |
Revision as of 10:49, 10 July 2019

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Introduction
In this tutorial you will learn how to create an Aperture Science Emergency Intelligence Incinerator.
Instructions
The Incinerator
Create a prop_dynamic
entity
Set the world model to models/props_bts/glados_aperturedoor.mdl
Change it's name to model_incinerator_door
Choose Collisions
and choose "Not Solid"
The Floor
Make a floor, Two brushes are 192w*64l*16h
and the other 2 are 40w*128l*16h
The Little Room
Make a little room, the walls for each side contain 2 brushes.
2 walls are 152w*16*128h
brushes.
The top part of the walls have the texture metalwall_bts_006a
and
the bottom part has the texture metalwall_bts_006b_gradient
.
Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift.
The floor of the little room is 128w*128l*16h
and the top face texture is light_orange001
Fire Particles
Create a info_particle_system
entity
Set it's name to fire_particles
Set the angles to 0 270 0
Set Particle System Name
to fire_incinerator_door
Put this particle in the hole of the incinerator doors
Collision
Create a 208*208l*16h
arch with the invisible
texture and
set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0
Select the brushes and hold 'ctrl + m' choose the X value and type "25"
Position the brushes just like this.
Manual Collision
Create a 144*144l*192h
arch with the invisible
texture
Set Number of sides to 16
Set wall width to 16
Set Arc to 360
Set Start Angle to 0
Select the clipping tool, from the top right of the shape, make a 30 degree cut
from right to left.
Then cut off the top side of the shape.
Now do your best to fit the shape into the incinerator.
Note: These brushes are for collision so do your best to fit them out.
Nudging The Box
Create a 128s*128l*8h
brush with the trigger texture. Tie it to a trigger_multiple
.
Set it's name to nudge_boxes
Set it's filter_name
to filter_boxes
Go to flags and check Physics Objects
and uncheck clients
.
Go to outputs and enter the following:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnTrigger | !activator | Wake | 0.00 | No |
Copy and paste the trigger_multiple and make it a trigger_push
Remove the Output from the "Outputs" tab
Set it's move direction to 24 90 0 and leave everything else as it is.
Put the two triggers in the same spot and press ctrl + m. Choose the X value and type "25".
Position them just like this.
Door Collision
Make 128s*128l*8h
brush with the invisible texture.
Tie it to a func_brush
entity.
Name it incinerator_collision_door
Hold Ctrl + M and change the x value to 25 Position it just like this.
Making the Incinerator Functional
Make 3 Logic_Relays
Name them relay_incinerator_open
, relay_incinerator_close
, and relay_euthanization
On relay_incinerator_open
add the following outputs:
On relay_incinerator_close add the following outputs:
Killing the Box
Make 128s*128l*8h
brush with the trigger texture.
Tie it to a trigger_once entity.
Name it to trigger_killbox
Set it's Filter Name
to filter_boxes
Go to flags and check physics objects
and uncheck Clients
Enter the following in outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | !activator | kill | 0.00 | No | |
![]() |
OnStartTouch | relay_euthanization | Trigger | 0.00 | No |
Implementation
Have a certain object trigger relay_incinerator_open
to open the incinerator
When that certain object deactivates, trigger relay_incinerator_close
.