Creating Portal Speakers: Difference between revisions
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[https://drive.google.com/file/d/1g88MV725NtnCZ1iPryjzpAqlsekk5Xha/view?usp=sharing Beta Voice Line] | [https://drive.google.com/file/d/1g88MV725NtnCZ1iPryjzpAqlsekk5Xha/view?usp=sharing Beta Voice Line] | ||
It is not known what filter they used, they probably used High Pass. | It is not known what filter they used, they probably used High Pass. If anyone knows what they precisely did to make this speaker voice, please add it here. | ||
[[Category: Level Design]][[Category: Portal]][[Category: Tutorials]][[Category:Level_Design_Tutorials]] | [[Category: Level Design]][[Category: Portal]][[Category: Tutorials]][[Category:Level_Design_Tutorials]] |
Revision as of 00:14, 30 August 2020

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Introduction
This tutorial will teach you how to create speakers.
First, complete this guide Making GLaDOS speak
The Speaker
Create a prop_static
entity and set it's world model to models/props/speaker_system01/speaker_system01.mdl
If the speaker is inside an Observation Hallway set it's skin to 0. If the speaker is the the maintenance areas, make it skin 1.
Create an info_target
entity and name it to glados_speaker1
. Put this info_target
in the center of the speaker part of the model.
Create an env_microphone
entity inside of the nodraw box of the GLaDOS' generic_actor
area. Enter the following properties:
Property Name | Value |
---|---|
Name | glados_microphone_speaker01 |
Start Disabled | Yes |
Speaker target | glados_speaker1 |
Speaker DSP Preset | 8 LOUDSPEAKER, ECHO |
See Also
Extra
The voice lines used in the BTS areas in Portal were modified to have a "speaker" effect. This is what we got in the Retail:
Retail Voice Line
This is what we saw in the Beta:
Beta Voice Line
It is not known what filter they used, they probably used High Pass. If anyone knows what they precisely did to make this speaker voice, please add it here.