Falling Elevator. How to make it?
Quote from fedebenarg on July 20, 2013, 1:27 amHi! In my new Wheatley map, you fall to the top of a test chamber, from the elevator tube, still in the elevator (because that part of the lift melted). How I make this?
Hi! In my new Wheatley map, you fall to the top of a test chamber, from the elevator tube, still in the elevator (because that part of the lift melted). How I make this?
Quote from User on July 20, 2013, 2:58 amYou could do it with a Path,
Need: Path_track, Path_track_train, Func_door_rotate.Parent the Func_door_rotate to the Path_track_train and set the speed of the train very high, when the train is "falling", you "open" the door_rotate (With very tiny speed, so the elevator tilts a little bit)
Now parent the Elevator to the rotate and add a "falling" sound, Env_Shake that rumbles until the Elevator stops, a flickering env_projected_texture and a Env_Spark. (Maybe you could use a point_viewcontrol for a cinematic camera, but thats difficult)
Hope you understand what i mean
You could do it with a Path,
Need: Path_track, Path_track_train, Func_door_rotate.
Parent the Func_door_rotate to the Path_track_train and set the speed of the train very high, when the train is "falling", you "open" the door_rotate (With very tiny speed, so the elevator tilts a little bit)
Now parent the Elevator to the rotate and add a "falling" sound, Env_Shake that rumbles until the Elevator stops, a flickering env_projected_texture and a Env_Spark. (Maybe you could use a point_viewcontrol for a cinematic camera, but thats difficult)
Hope you understand what i mean

Quote from TeamSpen210 on July 20, 2013, 5:12 amI'd possibly suggest a phys_convert instead of a train. It converts an object into one affected by physics. One of the Wheatley maps features you falling through the roof of an office, so you might be able to reuse that animation (Valve usually uses animated models for collapsing objects).
I'd possibly suggest a phys_convert instead of a train. It converts an object into one affected by physics. One of the Wheatley maps features you falling through the roof of an office, so you might be able to reuse that animation (Valve usually uses animated models for collapsing objects).
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Quote from fedebenarg on July 20, 2013, 11:21 amThanks! Now it works
Thanks! Now it works
Quote from fedebenarg on July 21, 2013, 1:27 pmWhat you said to me. Use the path_tracks
What you said to me. Use the path_tracks
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Quote from protoborg on July 30, 2013, 9:28 amYou can also use world portals. You would link a portal facing up to a portal facing down. Make sure the lighting is just bright enough to see the walls but not so bright that the portals can be seen. This prevents the hall of mirrors effect that is caused by having the portals facing each other. As the player falls they pass through the lower portal and out of the upper portal. They keep falling endlessly. Using a timer allows you to determine how long you want the player to fall. After some period of time the timer deactivates the lower portal which allows the player to fall into whatever space the tube is connected to.
Since Valve claimed in the commentary that there was only one place where they still had a world portal, I'm not certain how they did the ridiculously long fall that leads to the Old Aperture area, but this technique is how I make a really long fall happen.
PS If you want the player to be able to look up and see the LONG drop above them, turn the lower portal back on when they fall into the room.
You can also use world portals. You would link a portal facing up to a portal facing down. Make sure the lighting is just bright enough to see the walls but not so bright that the portals can be seen. This prevents the hall of mirrors effect that is caused by having the portals facing each other. As the player falls they pass through the lower portal and out of the upper portal. They keep falling endlessly. Using a timer allows you to determine how long you want the player to fall. After some period of time the timer deactivates the lower portal which allows the player to fall into whatever space the tube is connected to.
Since Valve claimed in the commentary that there was only one place where they still had a world portal, I'm not certain how they did the ridiculously long fall that leads to the Old Aperture area, but this technique is how I make a really long fall happen.
PS If you want the player to be able to look up and see the LONG drop above them, turn the lower portal back on when they fall into the room.