Difference between revisions of "Talk:Creating a portal elevator"

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(Wrong entity for the elevator model?)
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==Wrong entity for the elevator model?==
==Wrong entity for the elevator model?==
So portal uses a <code> prop_portal_stats_display </code> for the elevator model but why would this guide tell us to use a prop_dynamic instead?
So portal uses a <code> prop_portal_stats_display </code> for the elevator model but why would this guide tell us to use a prop_dynamic instead?
EDIT: Just found out that only some elevators do this.
--[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 08:43, 24 June 2019 (UTC)
--[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 08:43, 24 June 2019 (UTC)

Latest revision as of 01:43, 24 June 2019

Nice job Sbrown :) --Craziestdan 16:47, 27 January 2009 (UTC)

DUDE, U R A GOD!!! Thanks x1,000,000,000 needed this for ages. P.S. delete this whenever, it's not important... --MLSTRM

Elevator door

Where you talk about the props that make up the elevator, I don't think it talks about the doors of the elevator. Sorry, but I'm just soooo obsessed with making sure everything in my maps work properly. But otherwise, great work, Whoever-Wrote-The-Article!

You're right! I forgot about it :D It's not difficult, just duplicate the elevator model, and rename it to doors. It should work properly.--Sbrown 03:27, 10 February 2009 (UTC)
Actually, the doors are a separate model. While it is a simple task to create them, you are responsible for guiding the person who follows your tutorial. you cannot expect them to know these things. Remember, you are teaching how to do something. That means actually showing HOW TO DO the thing.
Oh, okay cool! :3
I cannot see how this article is "done." you need much more detail in many places, for instance the angles of the elevator, much more detail on how to make the main landings of the elevator. At least point to specific sections in the example map. You skipped a few things in "the props" section, you didn't mention that the "crazybrush" was supposed to be a func_bursh, I had almost no idea what you were talking about when you said to "test the map using ent_fire," I have no idea what a env_light is and don't seem to have it in my editor, you hardly talk about the placement of entities, and put almost no detail in the section at the end, with extensions. I wouldn't call this article "done" --Subject 01:13, 23 March 2009 (UTC)
Well, I suggest you learn more about basic console commands, and basic entities. I think the 'angles' should speak for their selves, considering the pictures show exactly what goes where. I can't build it for you, it is a tutorial. --Sbrown 01:23, 29 March 2009 (UTC)
You're right, the angles of the elevator are easy enough to find. And I figured out by myself that the "crazybrush" was supposed to be a func_brush. But not everyone out there is like me. Not everyone is going to find that out by themselves. This may be a tutorial, but right now if you don't have very much experience with the hammer editor, it won't make any sense at all.
When I said that the phrase "test the map using ent_fire" wasn't clear is that you weren't specific what to fire. I just recently found out how to do such things in the console, after about 6 months of ongoing playing in the source engine.
What I mean when I say that I don't know what an env_light is, I mean I do not have it in my entities in the editor. I went with just a normal light for now, until someone explains where I can get an env_light. Subject15837 12:53, 10 April 2009 (UTC)
Sorry for the confusion, it is a light. My mistake. This was corrected a week or two ago :)--Sbrown 08:05, 11 April 2009 (UTC)
Okay, now that that is aside, I am having a problem. I followed each direction as closely as possible, and have a pretty much working elevator, however, when the elevator reaches the top of its path, the door opens much too soon. Any ideas? Subject15837 11:42, 12 April 2009 (UTC)
Go to the outputs of the last path_track. Find the fire that opens the door, and change the delay to have a few extra seconds--Sbrown 03:25, 14 April 2009 (UTC)
Done that, but whatever I do it opens right as it reaches the 2nd path_track. Subject15837 20:20, 16 April 2009 (UTC)
Post a screenshot of the outputs for the second path track.--Sbrown 21:07, 19 April 2009 (UTC)

"Complete" tag not needed

A tag marking this as complete was unnecessary and I have removed it. Unless you want to add it to every complete page on the wiki, it doesn't make sense to use it at all. --Omnicoder 17:40, 4 May 2010 (UTC)

New Template Created

I created a new template that stated that a whole page or section needed clarification. I was going to place the template here (because the tutorial was kind of hard to follow), but I couldn't find a nice place to put it. I decided to try again later, though. Hopefully I will work the problem out and manage to place the template on the page. --Nathaniel 16:28, 23 October 2010 (UTC)


I can't figure out the measurements of the base by the guide. Please note them, so that the guide is more usable. Thanks.

Doesn't match

About the pictures:

Eletut (1).jpg

I noticed that it says here that you texture the landing walls with the plastic wall texture, but in the pictures above, the walls are textured with the testchamber wall texture. I wonder why that is? --Nathaniel 00:30, 19 February 2011 (UTC)

Images not loading

None of the images except Step 1 will load when enlarged, appearing blank (by default) or identical to Step 1 (if it has been enlarged previously). They will still render if you go to the actual image pages, but this is annoying to do. Please fix this. - Luke18033 (talk) 00:18, 22 April 2017 (UTC)

Wrong entity for the elevator model?

So portal uses a prop_portal_stats_display for the elevator model but why would this guide tell us to use a prop_dynamic instead?

EDIT: Just found out that only some elevators do this.

--Mandrew (talk) 08:43, 24 June 2019 (UTC)