Creating a wall light: Difference between revisions

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(planning on doing this later tonight.)
(Don't delete it until you have a final product)
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{{todo}}
{{Cleanup}}
~(A work in progress Feel free to improve)~
 
{{TODO|Add proper texture names, and make look nicer.}}
 
[[Category:Level Design Tutorials]]
 
==Introduction==
In this tutorial I will show you how to make a wall light that is seen in the Portal test chambers.[[Image:Lighttutorial11.jpg|right|thumb|The final effect]]
 
==Steps==
===Step 1===
Create a room for the light to be in, in this tutorial I used a 384*384*256 room with walls 16 units thick. Ensure the roof is touching the walls only by its edges.
 
===Step 2===
Texture the edges of the roof with the same texture you used for your roof.[[Image:Lighttutorial1.jpg|right|thumb|Step 2]]
 
 
 
 
 
 
 
 
 
 
===Step 3===
Shrink the roof by four on each end, so in this case, from 384*384 -> 376*376[[Image:Lighttutorial2.jpg|right|thumb|Step 3]]
 
 
 
 
 
 
 
 
 
 
===Step 4===
Create a 4*16 block with the invisible texture and put it right beside your newly shrunk roof. They should fit so there are no leaks.[[Image:Lighttutorial3.jpg|right|thumb|Step 4]]
 
 
 
 
 
 
 
 
 
 
===Step 5===
Copy the invisible blocks and re-texture them to have nodraw. Move them higher above the invisible blocks so you can easily preform step 6[[Image:Lighttutorial4.jpg|right|thumb|Step 5]]
 
 
 
 
 
 
 
 
 
 
===Step 6===
Texture the bottom of the nodraw 4*16 blocks to light_recessedcool002. Rotate the recessed texture with the face edit tool so it is parallel with the block, with the lighter side of the gradient facing the inside of the room.[[Image:Lighttutorial5.jpg|right|thumb|Step 6]]
 
===Step 7===
Move the nodraw blocks to sit on top of the invisible blocks.[[Image:Lighttutorial6.jpg|right|thumb|Step 7]]
 
 
 
 
 
 
 
 
 
 
===Step 8===
Select all the top walls, and pull them up so they enclose the invisible blocks.[[Image:Lighttutorial7.jpg|right|thumb|Step 8]]
 
 
 
 
 
 
 
 
 
 
===Step 9===
Add an overlay with decals/overlay_light_gradient, and change the vstart/end to .99 instead of 1.[[Image:Lighttutorial8.jpg|right|thumb|Step 9]]
 
 
 
 
 
 
 
 
 
 
===Step 10===
Resize to fit, and move inside of the hole.[[Image:Lighttutorial9.jpg|right|thumb|Step 10]]
 
 
 
 
 
 
 
 
 
 
===Step 11===
Repeat for every wall[[Image:Lighttutorial10.jpg|right|thumb|Step 11]]
 
 
 
 
 
 
 
 
 
 
===Step 12===
Compile your map, and ensure there are no leaks. If the light looks like the picture, then you have a leak.[[Image:Lighttutorial12.jpg|right|thumb|Step 12]]

Revision as of 19:23, 11 October 2008

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~(A work in progress Feel free to improve)~

Todo: Add proper texture names, and make look nicer.

Introduction

In this tutorial I will show you how to make a wall light that is seen in the Portal test chambers.

The final effect

Steps

Step 1

Create a room for the light to be in, in this tutorial I used a 384*384*256 room with walls 16 units thick. Ensure the roof is touching the walls only by its edges.

Step 2

Texture the edges of the roof with the same texture you used for your roof.

Step 2






Step 3

Shrink the roof by four on each end, so in this case, from 384*384 -> 376*376

Step 3






Step 4

Create a 4*16 block with the invisible texture and put it right beside your newly shrunk roof. They should fit so there are no leaks.

Step 4






Step 5

Copy the invisible blocks and re-texture them to have nodraw. Move them higher above the invisible blocks so you can easily preform step 6

Step 5






Step 6

Texture the bottom of the nodraw 4*16 blocks to light_recessedcool002. Rotate the recessed texture with the face edit tool so it is parallel with the block, with the lighter side of the gradient facing the inside of the room.

Step 6

Step 7

Move the nodraw blocks to sit on top of the invisible blocks.

Step 7






Step 8

Select all the top walls, and pull them up so they enclose the invisible blocks.

Step 8






Step 9

Add an overlay with decals/overlay_light_gradient, and change the vstart/end to .99 instead of 1.

Step 9






Step 10

Resize to fit, and move inside of the hole.

Step 10






Step 11

Repeat for every wall

Step 11






Step 12

Compile your map, and ensure there are no leaks. If the light looks like the picture, then you have a leak.

Step 12