Hard Light: Difference between revisions

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{{Language subpage}}{{p2 topicon}}[[Category:Portal 2 Level Design]][[Category:Portal 2 Tutorials]]
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[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in ''Portal 2''.]]
[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in ''Portal 2''.]]
{{portal2}} '''Hard Light Surfaces''' are a puzzle element of {{Portal2|3}}. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Thermal Discouragement Beams]] and [[excursion funnels]]). They can be used as floors or ceilings, block [[LOS]] from turrets, or stop flying objects in mid-air, like cubes.
{{portal2}} '''Hard Light Surfaces''' are a puzzle element of {{Portal2|3}}. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Thermal Discouragement Beams]] and [[excursion funnels]]). They can be used as floors or ceilings, block [[LOS]] from turrets, or stop flying objects in mid-air, like cubes.
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They can be painted with any kind of [[gel]], however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides.  
They can be painted with any kind of [[gel]], however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides.  


{{bug|In single-player, gel on a hard light surface will not save. No official singleplayer puzzles used this feature, so Valve never made code to save it.}}
{{Bug|In single-player, gel on a hard light surface will not save. No official singleplayer puzzles used this feature, so Valve never made code to save it.}}
{{tip|Hard Light Bridges can be detected with a trigger. Set the "Everything" flag and filter it to detect <code>[[projected_wall_entity]]</code>, the actual entity representing the wall itself.}}
{{Tip|Hard Light Bridges can be detected with a trigger. Set the "Everything" flag and filter it to detect {{Ent|projected_wall_entity}}, the actual entity representing the wall itself.}}


==Creation==
== Creation ==
Hard light surfaces are emitted by a single {{ent|prop_wall_projector}}. Create a "dirty" wall projector by adding a keyvalue <code>skin</code> with a value of <code>1</code> (disable "Smart Edit" to do this).
Hard light surfaces are emitted by a single {{Ent|prop_wall_projector}}. Create a "dirty" wall projector by adding a keyvalue {{Code|skin}} with a value of <code>1</code> (disable "Smart Edit" to do this).


==External Links==
== External Links ==
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=343 Example map] with a VMF included.
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=343 Example map] with a VMF included.

Revision as of 08:12, 22 April 2023

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Hard Light Walls in Portal 2.

Portal 2 Hard Light Surfaces are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like Thermal Discouragement Beams and excursion funnels). They can be used as floors or ceilings, block LOS from turrets, or stop flying objects in mid-air, like cubes.

They can be painted with any kind of gel, however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides.

Icon-Bug.pngBug:In single-player, gel on a hard light surface will not save. No official singleplayer puzzles used this feature, so Valve never made code to save it.  [todo tested in ?]
Tip.pngTip:Hard Light Bridges can be detected with a trigger. Set the "Everything" flag and filter it to detect projected_wall_entity, the actual entity representing the wall itself.

Creation

Hard light surfaces are emitted by a single prop_wall_projector. Create a "dirty" wall projector by adding a keyvalue skin with a value of 1 (disable "Smart Edit" to do this).

External Links

Example map with a VMF included.