Difference between revisions of "Observation Room"

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[[File:Portal2 obervation room.jpg|thumb|300px|right|The rooms are also used as a light source, not only for decoration.]]
 
[[File:Portal2 obervation room.jpg|thumb|300px|right|The rooms are also used as a light source, not only for decoration.]]
{{portal2}} Observation Rooms are rooms high on the walls in the test chambers of Aperture's testing tracks. They were orignally where Aperture Employees observed Test Subjects during their testing sequences, but these offices have since been abandoned. They are characterized by bright white and concrete wall textures, tiled floors and ceilings, refracting glass windows, and sometimes computers and desks and other decaying equipment. They are also the main source of light in most test chambers and range in size from 128x64 to 128x256.
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{{portal2}} Observation Rooms are rooms high on the walls in the test chambers of Aperture's testing tracks. They were originally where Aperture Employees observed Test Subjects during their testing sequences, but these offices have since been abandoned. They are characterized by bright white and concrete wall textures, tiled floors and ceilings, refracting glass windows, and often computers and desks and other decaying equipment. They are also the main source of light in most test chambers and range in size from 128×64 to 128×256.
  
There are several textures and props available in [[hammer]] for Portal 2 to create your own.  A light_spot entity is also recommended.
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There are several textures and props available in [[hammer]] for Portal 2 to create your own.  [[light]], [[light_spot]], and [[env_projectedtexture]] entities are recommended for lighting.
  
 
In [[Portal 2]], you can find observation room instances in the instances/labs folder.
 
In [[Portal 2]], you can find observation room instances in the instances/labs folder.
  
2 units observation rooms on Puzzlemaker maps have a [[env_projectedtexture]] to it. 1 unit are normal ones.
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2-voxel observation rooms on Puzzlemaker maps have a light and an [[env_projectedtexture]] in it. Single voxel are normal ones with just a light.
  
 
For more information on making instances, go to [[func_instance]].
 
For more information on making instances, go to [[func_instance]].
  
 
[[Category:Portal 2 Level Design]]
 
[[Category:Portal 2 Level Design]]

Revision as of 01:42, 7 April 2016

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The rooms are also used as a light source, not only for decoration.

[Portal 2] Observation Rooms are rooms high on the walls in the test chambers of Aperture's testing tracks. They were originally where Aperture Employees observed Test Subjects during their testing sequences, but these offices have since been abandoned. They are characterized by bright white and concrete wall textures, tiled floors and ceilings, refracting glass windows, and often computers and desks and other decaying equipment. They are also the main source of light in most test chambers and range in size from 128×64 to 128×256.

There are several textures and props available in hammer for Portal 2 to create your own. light, light_spot, and env_projectedtexture entities are recommended for lighting.

In Portal 2, you can find observation room instances in the instances/labs folder.

2-voxel observation rooms on Puzzlemaker maps have a light and an env_projectedtexture in it. Single voxel are normal ones with just a light.

For more information on making instances, go to func_instance.