What all typical rooms should have in common

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Detailing BTS Areas

Introduction

In this page, you will learn what almost all rooms of the Portal's Behind the Scenes areas have in common.

Already existing tutorials

These are already existing tutorials for elements used in the Behind the Scenes style.

Cables

Cables found throughout the BTS Areas

A staple feature of most bts areas are the cables hanging from the ceiling. In Portal 1, they are made using keyframe_rope entities, with a single move_rope always being the first in a system. Be sure to get creative with adjusting the slack.

These properties are required for ropes as seen in Portal.

Property Name Value
Subdivision 8
Rope Material cable/cable
Note.pngNote:On the end of each keyframe_rope, set the Subdivision to 2, on cables that hang and are unattached, set the subdivision to 2 as well for better performance.

There is one single cable in escape_00 that uses the cable/cable_back texture.

Fuse Set Props

To create fuse props, create a prop_static entity and use any of the following models:

  • models/props/128_fuse_set01/128_fuse_set01.mdl
  • models/props/128_fuse_set02/128_fuse_set02.mdl
  • models/props/128_fuse_set03/128_fuse_set03.mdl
  • models/props/128_fuse_set04/128_fuse_set04.mdl
  • models/props/128_fuse_set05/128_fuse_set05.mdl
  • models/props/128_fuse_set06/128_fuse_set06.mdl
  • models/props/128_fuse_set07/128_fuse_set07.mdl
  • models/props/128_fuse_set08/128_fuse_set08.mdl
  • models/props/128_fuse_set09/128_fuse_set09.mdl
  • models/props/128_fuse_set10/128_fuse_set10.mdl

Set its skin to 1 unless if it's inside an Observation Hallway.

Entities

Fog

The official BTS maps have an env_fog_controller in them with the following properties:

Property Name Value
Name fog_ctrl
Fog Enable Yes
Primary Fog Color 58 82 101
Secondary Fog Color 85 43 0
Fog Start 64
Fog End 3500

Color Control

All official escape maps have a color_correction. Create a color_correction entity and enter the following properties:

Property Name Value
Name color_correction_bts
Lookup Falloff Start Distance -1
Lookup Falloff End Distance -1
Lookup Table Filename scripts/colorcorrection/cc_bts.raw
Lookup Fade In Duration 2
Lookup Fade out Duration 2

Tonemap Control

All escape maps have anenv_tonemap_controller entity. Create an env_tonemap_controller and set its name to tonemap

Create a logic_auto and give the logic_auto the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io21.png OnMapSpawn tonemap SetBloomScale 0.3 0.00 No
Io21.png OnMapSpawn tonemap SetAutoExposureMin 0.5 0.00 No
Io21.png OnMapSpawn tonemap SetAutoExposureMax 2 0.00 No
Io21.png OnMapSpawn tonemap SetTonemapRate 0.3 0.00 No


Note.pngNote:If there are test chambers within the same map, be sure to have the entities disabled during those points. If your map is mainly just a testchamber with small BTS elements (for example, a Rattman den), the entities aren't necessary.

See Also