Abyss
Quote from Xerdox on February 25, 2013, 3:56 amHello everyone. I'd like to ask you how to add abyss to custom map.
http://i1269.photobucket.com/albums/jj5 ... 57cbee.jpg
Hello everyone. I'd like to ask you how to add abyss to custom map.
http://i1269.photobucket.com/albums/jj5 ... 57cbee.jpg

Quote from RectorRocks on February 25, 2013, 4:28 amAn abyss, also called a bottomless pit is made up of a simple trigger_hurt and env_fog_controller. Inside your instances folder, there is a instance called global_ents. Put this in your map and trigger it by your logic_auto/trigger. Select either the environment_act04_001/002/003, bottomless_pit, bottomless_pit_falling, or bts in the Parameters. I always tend to use the bts one for my maps. Also, texture your BTS area (all 4 walls, ceiling, and the floor) with the skybox texture. Go to Map -> Map Properties -> SkyBox Texture Name change sky_black_nofog to sky_black. After that, cover your pit with a trigger_hurt, set the damage to 1000 and damage type to FALL. You might also want to add a fade out (env_fade) as the player falls down to the pit.
If your BTS area fog turns light blue instead of dark blue, edit the global_ents instance, copy the env_fog_controller for the bts, and paste it to your map. Rename it if you want and trigger it with (using a trigger as an example, if you use a logic_auto, use OnMapSpawn instead):
OnTrigger -> <name of env_fog_controller> -> TurnOn
Never add this output:
OnTrigger -> !player -> SetFogController -> <name of env_fog_controller>
(Replace <name of env_fog_controller> with the actual name you give to your env_fog_controller)
This output is the one that makes the (bts) fog turn light blue, and is found in the global_ents.
Also make sure that the env_fog_controller's outputs are empty.
You can tweak the fog end, density and colour of the env_fog_controller's properties if you like.Hope this helps!
An abyss, also called a bottomless pit is made up of a simple trigger_hurt and env_fog_controller. Inside your instances folder, there is a instance called global_ents. Put this in your map and trigger it by your logic_auto/trigger. Select either the environment_act04_001/002/003, bottomless_pit, bottomless_pit_falling, or bts in the Parameters. I always tend to use the bts one for my maps. Also, texture your BTS area (all 4 walls, ceiling, and the floor) with the skybox texture. Go to Map -> Map Properties -> SkyBox Texture Name change sky_black_nofog to sky_black. After that, cover your pit with a trigger_hurt, set the damage to 1000 and damage type to FALL. You might also want to add a fade out (env_fade) as the player falls down to the pit.
If your BTS area fog turns light blue instead of dark blue, edit the global_ents instance, copy the env_fog_controller for the bts, and paste it to your map. Rename it if you want and trigger it with (using a trigger as an example, if you use a logic_auto, use OnMapSpawn instead):
OnTrigger -> <name of env_fog_controller> -> TurnOn
Never add this output:
OnTrigger -> !player -> SetFogController -> <name of env_fog_controller>
(Replace <name of env_fog_controller> with the actual name you give to your env_fog_controller)
This output is the one that makes the (bts) fog turn light blue, and is found in the global_ents.
Also make sure that the env_fog_controller's outputs are empty.
You can tweak the fog end, density and colour of the env_fog_controller's properties if you like.
Hope this helps!

Quote from TopHATTwaffle on February 25, 2013, 11:54 amThere is also a global_ents instance that VALVe has made that you can use for all your fog needs. It also will set the HDR settings as well. You can find this instance in: Instancesglobal_ents.vmf
To trigger a fog setting, just use a logic_auto (Or a trigger of some sorts) and target one of the relays inside of this instance. Example: "OnMapSpawn" Global_ents,instance:environment_destroyed;Trigger,,0.00,-1
When I'm creating levels and have a need for fog. I always create it inside of this instance, so I can use it again if needed. Just makes mapping so much easier.
P.S. Here is a list of the pre-set fog settings that VALVe has given you to play with.
environment_testchamber
environment_destroyed
environment_bts
environment_underground
environment_mines
environment_lake
environment_darkness
environment_bottomless_pit
environment_jailbreak
environment_fan
environment_wheatley_z
environment_destroyed_b
environment_glados_intro
environment_bottomless_pit_falling
environment_lake_b
environment_act4_01
environment_act4_02
environment_act4_03
environment_tuberide
environment_mines_closeAlso, RectorRocks.
RectorRocks wrote:Never add this output:OnTrigger -> !player -> SetFogController -> <name of env_fog_controller>
Can I ask why you say never to do this? I have (and VAVLe does as well) use this trigger with no issues. Perhaps you could clear this up for me?
There is also a global_ents instance that VALVe has made that you can use for all your fog needs. It also will set the HDR settings as well. You can find this instance in: Instancesglobal_ents.vmf
To trigger a fog setting, just use a logic_auto (Or a trigger of some sorts) and target one of the relays inside of this instance. Example: "OnMapSpawn" Global_ents,instance:environment_destroyed;Trigger,,0.00,-1
When I'm creating levels and have a need for fog. I always create it inside of this instance, so I can use it again if needed. Just makes mapping so much easier.
P.S. Here is a list of the pre-set fog settings that VALVe has given you to play with.
environment_testchamber
environment_destroyed
environment_bts
environment_underground
environment_mines
environment_lake
environment_darkness
environment_bottomless_pit
environment_jailbreak
environment_fan
environment_wheatley_z
environment_destroyed_b
environment_glados_intro
environment_bottomless_pit_falling
environment_lake_b
environment_act4_01
environment_act4_02
environment_act4_03
environment_tuberide
environment_mines_close
Also, RectorRocks.
OnTrigger -> !player -> SetFogController -> <name of env_fog_controller>
Can I ask why you say never to do this? I have (and VAVLe does as well) use this trigger with no issues. Perhaps you could clear this up for me?
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Quote from RectorRocks on February 26, 2013, 3:01 amXerodox wrote:Everything works perfect =) Thanks man!No problem!
TopHATTwaffle wrote:Can I ask why you say never to do this? I have (and VAVLe does as well) use this trigger with no issues. Perhaps you could clear this up for me?I'm not sure why but that output makes my skybox turn light blue instead of dark blue. That output is found in the global_ents, and thats why I don't use global_ents when I'm making a bts map. I always use a single env_fog_controller
No problem!
I'm not sure why but that output makes my skybox turn light blue instead of dark blue. That output is found in the global_ents, and thats why I don't use global_ents when I'm making a bts map. I always use a single env_fog_controller
Quote from TopHATTwaffle on February 26, 2013, 9:27 amRectorRocks wrote:I'm not sure why but that output makes my skybox turn light blue instead of dark blue. That output is found in the global_ents, and thats why I don't use global_ents when I'm making a bts map. I always use a single env_fog_controllerPerhaps it's your HDR settings?

Perhaps it's your HDR settings?
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)