Portal - Tutorial - Incinerator
Introduction
In this tutorial you will learn how to create an Aperture Science Emergency Intelligence Incinerator.
Instructions
The Incinerator
Create a prop_dynamic entity
Set the world model to models/props_bts/glados_aperturedoor.mdl
Change its name to model_incinerator_door
Choose Collisions
and choose Not Solid
The Floor
Make a floor, Two brushes are 192w*64l*16h
and the other 2 are 40w*128l*16h
The Little Room
Make a little room, the walls for each side contain 2 brushes.
2 walls are 152w*16*128h
brushes.
The top part of the walls have the texture metalwall_bts_006a
and
the bottom part has the texture metalwall_bts_006b_gradient
.
Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift.
The floor of the little room is 128w*128l*16h
and the top face texture is light_orange001
Fire Particles
Create a info_particle_system entity
Set its name to fire_particles
Set the angles to 0 270 0
Set Particle System Name
to fire_incinerator_door
Put this particle in the hole of the incinerator doors
Manual Collision
Create a 208*208l*16h
arch with the invisible
texture and
set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0
Select the brushes and hold 'ctrl + m' choose the X value and type "25"
Tie the entire shape to a func_detail
Position the brushes just like this.
Second Part of Manual Collision
Create a 144*144l*192h
arch with the invisible
texture
Set Number of sides to 16
Set wall width to 16
Set Arc to 360
Set Start Angle to 0
Select the clipping tool, from the top right of the shape, make a 30 degree cut
from right to left.
Then cut off the top side of the shape.
Tie the shape to a func_detail
Now do your best to fit the shape into the incinerator.
Fire Damage to Player
Create a 152w*128*l*224h
brush with the trigger texture.
Tie it to a trigger_hurt entity.
Set Damage
and Damage Cap
to 100
Change Damage Type
to BURN
Set Zero Damage Force
to Yes
Nudging The Box
Create a 128s*128l*8h
brush with the trigger texture. Tie it to a trigger_multiple.
Set its name to nudge_boxes
Set its filter_name
to filter_boxes
Go to flags and check Physics Objects
and uncheck clients
.
Go to outputs and enter the following:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
OnTrigger | !activator | Wake | 0.00 | No |
Copy and paste the trigger_multiple and make it a trigger_push
Remove the Output from the "Outputs" tab
Set its move direction to 24 90 0 and leave everything else as it is.
Put the two triggers in the same spot and press ctrl + m. Choose the X value and type "25".
Position them just like this.
Door Collision
Make 128s*128l*8h
brush with the invisible texture.
Tie it to a func_brush entity.
Name it incinerator_collision_door
Hold Ctrl + M and change the x value to 25 Position it just like this
Sounds
Make an ambient_generic entity and name it to sound_incinerator
.
Set its Sound Name
to Portalgun.pedestal_rotate
Set its SourceEntityName
to model_incinerator_door
Making the Incinerator Functional
Create 3 logic_relay entities
Name them relay_incinerator_open
, relay_incinerator_close
, and relay_euthanization
On relay_incinerator_open
add the following outputs:
On relay_incinerator_close
add the following outputs:
Killing the Box
Make 128s*128l*48h
brush with the trigger texture.
Tie it to a trigger_once entity.
Name it to trigger_killbox
Set its Filter Name
to filter_boxes
Go to flags and check physics objects
and uncheck Clients
Enter the following in outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
OnStartTouch | !activator | kill | 0.00 | No | ||
OnStartTouch | relay_euthanization | Trigger | 0.00 | No |
Implementation
Have a certain object trigger relay_incinerator_open
to open the incinerator
When that certain object deactivates, trigger relay_incinerator_close
.
If that certain object can't deactivate, make relay_euthanization
trigger the relay_incinerator_close
.