Creating an incinerator: Difference between revisions
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[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]] | ||
[[Category: | [[Category:Tutorials]] | ||
Revision as of 11:50, 15 April 2022
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 its 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 its 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
Manual 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"
Tie the entire shape to a func_detail
Position the brushes just like this.
Second Part of 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.
Tie the shape to a func_detail
Now do your best to fit the shape into the incinerator.
Fire Damage to Player
Create a 152w*128*l*224h brush with the trigger texture.
Tie it to a trigger_hurt entity.
Set Damage and Damage Cap to 100
Change Damage Type to BURN
Set Zero Damage Force to Yes
Nudging The Box
Create a 128s*128l*8h brush with the trigger texture. Tie it to a trigger_multiple.
Set its name to nudge_boxes
Set its 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 its 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
Sounds
Make an ambient_generic entity and name it to sound_incinerator.
Set its Sound Name to Portalgun.pedestal_rotate
Set its SourceEntityName to model_incinerator_door
Making the Incinerator Functional
Create 3 logic_relay entities
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*48h brush with the trigger texture.
Tie it to a trigger_once entity.
Name it to trigger_killbox
Set its 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.
If that certain object can't deactivate, make relay_euthanization trigger the relay_incinerator_close.