Talk:Box dropper
I also hope to write this over the weekend. --Remmiz 01:16, 17 Nov 2007 (PST)
- I was just about to start this...looks like someone beat me to it :P --Remmiz 00:14, 20 Nov 2007 (PST)
- That would be me. --Baliame 09:07, 20 Nov 2007 (PST)
Isn't carving stuff a very bad idea? Solokiller 09:03, 20 Nov 2007 (PST)
- It eventually becomes a func_detail, so it's nothing serious. You may use 8 vertex edited brushes, but you obviously won't need more than maybe 4 or 5 of these on your map so it's nothing game breaking. (I mean I wouldn't recommend using carve at all if you had to make, say 15 brushes with cubical holes inside them, seriously now, THAT would be a very bad idea.). --Baliame 09:06, 20 Nov 2007 (PST)
- Still, it's pretty bad practice, as far as cleanliness of construction goes. I think it would be better to instruct the designer to build a cylindrical hole, and suggest carving as a possible method. --Campaignjunkie (talk) 12:59, 20 Nov 2007 (PST)
- I don't think there's much wrong with carving a brush that's divisible by it's carve-to-be, and if it's positioned correctly. For example, you can safely carve a 384x256x16 brush using a 128x128x16 brush. The only time I noticed carving can be a pain is when you're trying to carve using odd brush shapes. But as Baliame stated, it's going to end up as a func_detail anyway. Good tutorial, I was getting tired of copy and pasting from the Portal game maps :P --Mattshu 04:16, 24 December 2010 (UTC)
Is disabling shadows on the static part of it really necessary? I've never noticed any lighting oddities when just using a prop_static instead of dynamic. -- Tiny Desk Engineer
Clarification needed
I think the second step in this page needs clarification. To me, it's hard to tell what all the brushes have to look like or where they go. I decided to post my complaint here because it's so much easier than adding clarify templates everywhere and making a mess. :P --Nathaniel 15:58, 23 October 2010 (UTC)
add a part for a switch?
suppose you have a switch you want to use to have the cover open, howd you do that? I think it would be helpful for the readers to know.
also step 2 is confusing.
- Can physics props even be dissolved via I/O in unmodded Portal? --TinyDeskEngineer (talk) 19:20, 30 May 2022 (PDT)
- Okay, it can, it just needs to be done through an env_entity_dissolver entity. I feel like it would be a good idea to add that to the page. --TinyDeskEngineer (talk) 07:03, 31 May 2022 (PDT)
- Nah, it's a Portal 2 thing and this is a Portal 1 guide. Also the env_entity_dissolver entity doesn't disable the object's gravity like cleansers do. --Mandrew (talk) 01:23, 1 June 2022 (PDT)
- Oh. I was hoping I could be able to do something like the respawning boxes included in Still Alive. --TinyDeskEngineer (talk) 10:45, 1 June 2022 (PDT)
- Portal Still Alive is poorly made mostly because it came from The Flash Version Map Pack, which was also poorly made. --Mandrew (talk) 11:02, 1 June 2022 (PDT)
- Still would've been nice to be able to do that. A lot of cool puzzles could be made using buttons to force a box to respawn. --TinyDeskEngineer (talk) 12:10, 1 June 2022 (PDT)
- Portal Still Alive is poorly made mostly because it came from The Flash Version Map Pack, which was also poorly made. --Mandrew (talk) 11:02, 1 June 2022 (PDT)
- Oh. I was hoping I could be able to do something like the respawning boxes included in Still Alive. --TinyDeskEngineer (talk) 10:45, 1 June 2022 (PDT)
- Nah, it's a Portal 2 thing and this is a Portal 1 guide. Also the env_entity_dissolver entity doesn't disable the object's gravity like cleansers do. --Mandrew (talk) 01:23, 1 June 2022 (PDT)
Details on dimensions of Shaft Slopes needed.
Right now, I'm trying to construct a box dropper, and I've gotten everything except the shaft slopes done. What dimensions are required (if necessary) for the slopes? --FunerTristep2006 (talk) 06:29, 18 December 2022 (PST)