Portal - Tutorial - Scaffolds
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This tutorial covers the creation of a Scaffold in Portal.
The Platform
1. The first step is to insert the model of the platform. Create a prop_dynamic with the following settings:
- Property Name - Value - World Model - models/props/light_rail_platform.mdl - Name - platform1_model - Parent - platform1_train 
2. The platform model does not have glass in it; this must be created manually. Create a brush that is 120x120x2 with the texture glass/glasswindow_frosted_004. Place it inside the platform model so that it lines up perfectly with the edges (you may need to set the grid scale to 2 or 1 temporarily). Tie it to a func_tracktrain with these settings:
- Property Name - Value - Name - platform1_train - Height above track - 0 - Change angles - never - Move sound - Portal.horizontal_lift_move - Volume - 2 - Max pitch - 100 - Min pitch - 80 - First stop target - platform1_s1 - Max speed - 40 - Initial Speed - 40 
- Also, ensure no user control is checked.
3. To add an energy effect underneath the platform, create an env_citadel_energy_core point entity, place it under the model, and set these values:
- Property Name - Value - Name - platform1_core - Parent - platform1_train - Pitch Yaw Roll - 90 0 0 - Scale - .5 
- Set the flag to start on if desired.
The Path

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1. Create a path_track, center it in the very center of platform1_train. This will be the starting waypoint for the path the platform follows. Set these values:
- Property Name - Value - Name - platform1_s1 - Next stop target - platform1_s2 - Orientation type - no change 
- Set the flag teleport to this path_track if you have a one direction system.
- Also set these outputs:
2. Create as many path_track entities as desired. Ensure they stay the same height, and follow the same numbers. Also make sure the last path_track 's keyvalue Next stop target points back to the first path_track if the platform is intended to travel in a loop.
3. Compile and test the map before continuing.
The Energy Rail

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1. Create a brush 12x2 and set it around the path. Texture it with effects/light_rail_beam1. Turn it to a func_brush with these settings:
- Property Name - Value - Fx color - 225 252 253 - Solidity - Never Solid 
2. Place info_targets at each bend or end of the rail brushes. The active energy rail beam effect will travel between these targets. Name them something like platform1_target1, platform1_target2, etc.
3. Create an env_beam for each straight section of track. Set the following:
- Property Name - Value - Beam color - 38 50 68 - Brightness - 255 - Ending entity - (your info_target) - Life - 0 - Name - platform1_beam - Render FX - Fast Wide Pulse - Sprite name - materials/Effects/laser1.vmt - Start entity - (your info_target) - Texture scroll rate - 2 - Width - 4 
Set it to start on.
Props

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1. Add props at the end of the rails. Also under the corners. These decorative props will appear to be creating and directing the energy rail beam.
- Some props are :
- models/props/light_rail_wall_emitter.mdl
- models/props/light_rail_endcap.mdl
- models/props/light_rail_corner.mdl
 
2. Add an env_citadel_energy_core that points at the base of the prop. Set these to start on with a scale of .5
Enabling
1. To enable the train use these outputs:
See also
External links
- Example map Example map using this tutorial. VMF included.


























