Portal - Tutorial - Incinerator

From Valve Developer Community
Jump to navigation Jump to search
Portal Level Creation


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 floor of the incinerator

The Little Room

The Small Room of the incinerator

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

The Position of the Fire Particle

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

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

Manual Collision
Manual Collision
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.

Note.pngNote: These brushes are for collision so do your best to fit them out.

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

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
Io11.png 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

Door Collision

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

Note.pngNote: The sounds are only used in the GLaDOS boss fight, so adding/changing the sound is completely up to you.

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:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles Start 0.00 No
Io11.png OnTrigger incinerator_collision_door Disable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation open 0.00 No
Io11.png OnTrigger sound_incinerator playsound 0.00 No

On relay_incinerator_close add the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles stop 0.00 No
Io11.png OnTrigger incinerator_collision_door Enable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation close 0.00 No
Io11.png OnTrigger sound_incinerator playsound 0.00 No

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
Io11.png OnStartTouch !activator kill 0.00 No
Io11.png 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.

See also