Wake Up Chamber + Conveyor Belts + Other Stuff
Quote from metroid101 on August 5, 2013, 3:46 pmOkay can anyone tell me how to make a wake up chamber, like the one in portal two?
I would like to know about conveyor belts too
And how to use the model builder...
Okay can anyone tell me how to make a wake up chamber, like the one in portal two?
I would like to know about conveyor belts too
And how to use the model builder...
Quote from wrathofmobius on August 5, 2013, 4:37 pmIf you mean the destruction/physics in the Portal 2 intro, it's really complex. From what I can tell from decompiling the map (you can do so yourself if you want to take a look) all the destruction is done with prop_dynamic_overrides with destruction animations. I can't actually tell how the chamber moves. There doesn't appear to be any sort of animation for chamber movement so I'm assuming it's done with some physics constraints. I'll see if I can figure out any more than my very quick look here.
edit: It appears that I was wrong, the models' animations do control the overall movement of the chamber. Still trying to figure out how Wheatley's lines work, I can't find the logic_choreographed_scenes for them. I realize this is probably more information than you wanted, but now this is just for fun
Conveyor belts can be made with a few methods. The "best" method for most circumstances is this one. It consists of a bunch of conveyor props parented to a func_tracktrain. There's also the func_conveyor brush entity, but I'd reccommend against it because it won't animate unless you have some custom animated textures.
I'm not quite sure what you mean by "model builder." There's quite a few programs for making models, such as Blender, SolidWorks, 3DS Max, Propper, etc, etc. Perhaps there's a singular one you want to know more about?
If you mean the destruction/physics in the Portal 2 intro, it's really complex. From what I can tell from decompiling the map (you can do so yourself if you want to take a look) all the destruction is done with prop_dynamic_overrides with destruction animations. I can't actually tell how the chamber moves. There doesn't appear to be any sort of animation for chamber movement so I'm assuming it's done with some physics constraints. I'll see if I can figure out any more than my very quick look here.
edit: It appears that I was wrong, the models' animations do control the overall movement of the chamber. Still trying to figure out how Wheatley's lines work, I can't find the logic_choreographed_scenes for them. I realize this is probably more information than you wanted, but now this is just for fun
Conveyor belts can be made with a few methods. The "best" method for most circumstances is this one. It consists of a bunch of conveyor props parented to a func_tracktrain. There's also the func_conveyor brush entity, but I'd reccommend against it because it won't animate unless you have some custom animated textures.
I'm not quite sure what you mean by "model builder." There's quite a few programs for making models, such as Blender, SolidWorks, 3DS Max, Propper, etc, etc. Perhaps there's a singular one you want to know more about?
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Quote from metroid101 on August 5, 2013, 6:31 pmWell lol I just want the chamber, not the entire intro sequence (With all the animation and whatnot) as that would be hell to put together.
The "Twelve Angry Tests" series from community content has a first map that's essentially what I want to do.I think Hammer has a built in model maker doesn't it? For simple models?
Well lol I just want the chamber, not the entire intro sequence (With all the animation and whatnot) as that would be hell to put together.
The "Twelve Angry Tests" series from community content has a first map that's essentially what I want to do.
I think Hammer has a built in model maker doesn't it? For simple models?
Quote from Lpfreaky90 on August 5, 2013, 9:27 pmNo, there's no build in model maker; you can do stuff with brushes though. If you want to convert that to a model that's possible with an external tool called propper.
No, there's no build in model maker; you can do stuff with brushes though. If you want to convert that to a model that's possible with an external tool called propper.
Quote from Dafflewoctor on August 5, 2013, 10:24 pm@wrathofmobious: It's really hard for me to understand, but I read in a thread that the intro motel thing is complex...it turns out that the player is actually in a seperate room that is shaped like the motel but the player sees themselves in the hotel. I decompiled and took a look, all the choreographed scene logic and other logic is in this other room. That's at least what I understood...but I may be wrong.
@wrathofmobious: It's really hard for me to understand, but I read in a thread that the intro motel thing is complex...it turns out that the player is actually in a seperate room that is shaped like the motel but the player sees themselves in the hotel. I decompiled and took a look, all the choreographed scene logic and other logic is in this other room. That's at least what I understood...but I may be wrong.

Quote from RectorRocks on August 6, 2013, 2:43 am

Quote from ChickenMobile on August 6, 2013, 2:45 amDr.Toaster Waffles wrote:it turns out that the player is actually in a seperate room that is shaped like the motel but the player sees themselves in the hotel.They would have to be otherwise it would be a lot more difficult to produce. Plus there is fades and 'sleeping' between the cleaner motel room.
They would have to be otherwise it would be a lot more difficult to produce. Plus there is fades and 'sleeping' between the cleaner motel room.

Quote from josepezdj on August 6, 2013, 5:40 amThe wake up scene has been already discussed here and there is much information out there:
Implementing a "wake up" camera sequence
Creating a wake-up bedThe conveyor belt has been already explained too in the wiki:
Conveyor (Portal 2)About the model "builder", well, as Lp said that simply doesn't exist... that is called Modeling, and it's not a simple task, it requires thousands of hours to learn it
Altough as she said, you can actually make whatever grouop of brushes in hammer and turn it into a model. I wrote this tut here some time ago. And also TopHattWaffle posted a newer video-tut here.
Now, would you take the time to search before opening a new thread? thanks
The wake up scene has been already discussed here and there is much information out there:
Implementing a "wake up" camera sequence
Creating a wake-up bed
The conveyor belt has been already explained too in the wiki:
Conveyor (Portal 2)
About the model "builder", well, as Lp said that simply doesn't exist... that is called Modeling, and it's not a simple task, it requires thousands of hours to learn it Altough as she said, you can actually make whatever grouop of brushes in hammer and turn it into a model. I wrote this tut here some time ago. And also TopHattWaffle posted a newer video-tut here.
Now, would you take the time to search before opening a new thread? thanks
Quote from metroid101 on August 6, 2013, 10:29 amThe thing is, sometimes it's easier and less time consuming to ask where to look before starting :/
I mean, digging through these forum threads for a specific topic is like a needle in a haystack to me >_<'Thanks for the links and assistance guys by the way, you'll all be given credit in the ending movie.
One quick question, is it possible to make a fizzler dissolve a portal gun? :3
The thing is, sometimes it's easier and less time consuming to ask where to look before starting :/
I mean, digging through these forum threads for a specific topic is like a needle in a haystack to me >_<'
Thanks for the links and assistance guys by the way, you'll all be given credit in the ending movie.
One quick question, is it possible to make a fizzler dissolve a portal gun? :3
Quote from wrathofmobius on August 6, 2013, 11:44 amYou could use a trigger_weapon_strip to "fizzle" the portal gun. Just make sure the player knows it'll do that!
You could use a trigger_weapon_strip to "fizzle" the portal gun. Just make sure the player knows it'll do that!
[spoiler]WOM Test 1
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