Modified Fizzler Fields

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Modified fizzler fields are a custom element that is not shipped with Portal 2. It's basically a modified Emancipation Grid that behaves differently depending on the color of the field. This testing element for the map Penrose[1] which can be found at www.thinkingwithportals.com.

Todo: add a picture showing the fields in-game.

Creation

This assumes you have a level to put the fields in. If not, Level_Design_Introduction_(Portal_2)/Your_First_Level will show you the basics. You will also need to have downloaded the texture pack that contains the custom fizzler textures: [2]

Green Fizzler Field (Surface Division Field)

It is a good idea to always make sure the Surface Division Field is fully enclosed. This means if you want it to stand in the middle of a room, you must build a frame around it (top, bottom, and both sides). If you don't do this, you will get an error when you try to compile the level.

1. Create a Trigger portal cleanser that is 128*128*1. Make sure it is only 1 unit thick or it will look very strange when you pass through it.

2. Texture all of it in tools/nodraw.

3. Texture the faces you will see with fr_surface_division_field.

4. Create a Linked portal door and apply with the following settings:

Property Name Value
Name green_field_1
Linked Partner green_field_2
Width 64
Height 64
Visible Yes

This will create the linked_portal_door in the exact center of the trigger_portal_cleanser. Of course, if you made the trigger_portal_cleanser a different size, you will want to make the linked_portal_door a different size.

Note.pngNote:The size of the linked_portal_door is half the size of the trigger_portal_cleanser.
Note.pngNote:The two linked_portal_doors should be the same size. If they are not, you might get very strange behavior in-game when looking at the linked-portal_door.

Orange Fizzler Field (Force Deflection Field)

This field is created in much the same way as the green field. It however has few differences as well.

1. Create a func_brush and texture it like you did the surface division field, except use fr_force_deflection_field.

2. Set it as follows:

Property Name Value
Solidity Never Solid

Make sure the ignore player +use flag is checked.

3. Create a second func_brush and texture it with tools/invisible. Again, make sure to check Ignore player +USE.

4. Create a func_clip_vphysics and texture it with tools/playerclip. You can find the "tools/" texture by searching for "tools" in the texture browser.

Note.pngNote:Make sure the 2 func_brushes and the func_clip_vphysics are the same size. Theis will ensure that the orange field functions properly.

Yellow Fizzler Field (Matter Inquisition Field)

This field will fizzles things and blocks portals but does not reset portals.

1. Create a field as you did with the green field, steps 1 and 2.

2. Texture the face of the field with fr_matter_inquisition_field.

3. Uncheck the Clients flag and check the Physics Objects flag under flags.

4. Set the field as follows:

Property Name Value
Visible Yes

Purple Fizzler Field (Compressed Smoke Field)

This field will block everything. It acts like a glass wall.

1. Create the field as above.

2. Texture the field with fr_compressed_smoke_field.

3. Create a func_brush and texture it with tools/playerclip.

4. Set the trigger_portal_cleanser as:

Property Name Value
Visible Yes

Controlling the Fields

Todo: add instructions.