Your First Eternal Silence Level

From Valve Developer Community
Revision as of 18:32, 25 January 2010 by Sbrown (talk | contribs)
Jump to navigation Jump to search
Eternal Silence Level Creation
Under construction.png
This page is actively undergoing a major edit.
As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.

The person who added this notice will be listed in its edit history should you wish to contact them.

Image Description
Es1.jpg
Place a reference model so you can align your hangar bay door. The proper models will have a _scaled or _infantry at the end of the model name.

This destroyer model is models/capships/gm_destroyer_test_infantry.mdl

Es2.jpg
Build a approximate hangar inside the model. Be sure to align it to the grid. The hangar pictured here is 2048*1024*896 hollowed outward 32 units.
Es3.jpg
Keeping the reference on the grid, align it so the edge doesn't enter the model.
Es4.jpg
Make a front wall, so the edge of the bay ends inside the wall.
Es5.jpg
Use the clipping tool to cut out the door of the hangar. Ensure to clip past the model, so there are no gaps.
Es6.jpg
Select the model, and place it in a visgroup called reference.
Es7.jpg
Texture the outside and center of the wall with esmod/genericblacktexture.

Make the wall a func_detail, so it will not mess up visibility.

Es8.jpg
Hide the reference, and build a skybox around the hangar entrance.

Make sure there is plenty of room for a gunship to clear the hangar in every direction.

Es9.jpg
Hide func_details, and cut a hole in the skybox wall around the hangar. Make sure there are no leaks.
Es10.jpg
Create a brush the size of the opening tools/toolsnodraw.

Tie it to the entity func_spaceteleport Align it in the center of the bay door, as shown.

Note: The teleport brush should only be large enough to clear the collision model of the reference.

Es11.jpg
Texture the inside wall with esmod/ngm_hangarshield or esmod/utf_hangarshield.

Change the texture scale to 1.

Es12.jpg
Description
Es13.jpg
Description
Es14.jpg
Description
Es15.jpg
Description
Es16.jpg
Description
Es17.jpg
Description
Es18.jpg
Description
Es19.jpg
Description
Description
Description
Es22.jpg
Description
Es23.jpg
Description
Es24.jpg
Description
Description
Es26.jpg
Description
Es27.jpg
Description
Es28.jpg
Description
Es29.jpg
Description
Es30.jpg
Description
Description
Es32.jpg