Emancipation Grid

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Revision as of 10:16, 12 August 2011 by Mr.p.kiwi (talk | contribs) (I am working on this now)
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Template:Otherlang2 An Emancipation Grid (also Emancipation Grill or more commonly, Fizzler), is a special energy field in Portal 2 which resets the portal gun of any player (destroying both portals) and vaporizes other objects that touch it.

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In Portal, the Emancipation Grid is composed of two models, a trigger-textured invisible trigger_portal_cleanser and a particle system emitter (info_particle_system).

In Portal 2, however, it is composed of an entity (trigger_portal_cleanser) combined with a pair of models (fizzler_mdl). The brush used for the trigger should be nodraw except for one face which has a fizzler texture.

If a fizzler is in a stacked form, several entities should be used as the portal gun will make the field flash white when firing on it; For consistency, official maps use this approach.

External links

Creation

Step 1

Create a prop_dynamic and, for this tutorial, "models/props/fizzler.mdl". There are a few more "fizzler" models for use in the Old Aperture themed maps, and for dynamic 'open-close' sequences.

  • models/props/fizzler.mdl
  • models/props/fizzler_dynamic.mdl
  • models/props_underground/underground_fizzler.mdl
  • models/props_underground/underground_fizzler_wall.mdl

These are the main four, although there are more models, some more detailed and some less.

Step 2

Now you would like to place one model at each end of the area you would like things would get 'fizzled' in a way they both face each other. The fizzler model, as you might have noticed, sinks in the wall to let the closing animation to be played if necessary; even though we are using the 'static' model the socket is still there.

Note.pngNote:Don't try to put in a solid wall as it would just look strange

To solve this we would make three brushes that surround the fizzler from the back, sides and part of the front (note that the side brushes would be the front side too).
32x32 box with 3 sides each 8 units thick. open side be on fizzler side. 2. Set the world model to fizzler_dynamic and position it in the map

4. Paste and move the copy to wherever you want the fizzler to extend to. (preferably in the same plane as the original prop_dynamic)

5. Rotate the copy so that the two ends face each other.

6. Create a brush using "nodraw" texture, extending from one of the fizzler ends to the other. This is the fizzling area.

7. Tie the brush to the entity "trigger_portal_cleanser".

8. Hit apply, and say yes to "Visible?"

9. Go to flags and checkmark "Physics objects" if you want things like cubes and turrets to be fizzled when going through the fizzler.

10. Hit apply, then go to the Texture Application tool.

11. Select the front face of the "nodraw" brush, and the back face.

12. Click "browse", search for "fizzler", and select the first one. Click apply.

13. Set the X to 0.13 and Y to 0.13, and then center it.

Now sometimes a fizzler should be higher than 128 units, but as the fizzler model is only 128 units tall a set of another two fizzlers above the ones you just created, to do this, simply copy-drag these two models 128 units up Congratulations, your fizzler should now be fizzling. If you give the fizzler a name, you can enable and disable it with triggers, buttons, or whatever.