Light Beam Platform (from Portal 1)

by Skotty · Uploaded Feb 06, 2012

Screenshot 1

File Size: 0.47 MB

Downloads: 319

Rating: (0 votes)

Description

Just because Portal 2 is a newer game there is no reason to waste old testing elements. A good example besides the Energy Balls (Working Energy Balls + Clean models + Instances) are the Light Beam Platforms. They can be used everywhere because they don't need any fixed points with walls like Portal 2's moving platforms. In this pack you have 5 instances: BeamPlatform_Beam: Here you have a preset env_beam where you have to set the start and endpoint of its beam. BeamPlatform_Corner: Thats the corner for a Light Beam Platform track. BeamPlatform_End: Thats the end platform for a Light Beam Platform track. BeamPlatform_Wall: This is a wall emitter for the Light Beam. For the first two instances the func_instance center is the point where you have to put your path_tracks to. The wall emitter needs to have the path_track on the same layer but of course a bit futher from the wall. BeamPlatform_Platform: Thats the platform itself with some settings. It's moving from MapSpawn on. Make sure to give all instances/parts that belong to the same Light Beam the same fixup name! For multiple platforms per track you have to use of course different ones. This just causes that the toggle won't work. In this pack there are also the missing models and textures for all the parts of the Light Beam Track. I recompiled the corner model and made it to a static prop. Please make sure to use the light_rail_endcap2.mdl and not the light_rail_endcap.mdl. I hexed that model because Valve made some texture tries on the original one in Portal 2's VPKs and it looks unfinished.

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Skotty • Feb 06, 2012 • #46074
671 posts

Just because Portal 2 is a newer game there is no reason to waste old testing elements.
A good example besides the Energy Balls (Working Energy Balls + Clean models + Instances) are the Light Beam Platforms.
They can be used everywhere because they don't need any fixed points with walls like Portal 2's moving platforms.

In this pack you have 5 instances:

BeamPlatform_Beam: Here you have a preset env_beam where you have to set the start and endpoint of its beam.
BeamPlatform_Corner: Thats the corner for a Light Beam Platform track.
BeamPlatform_End: Thats the end platform for a Light Beam Platform track.
BeamPlatform_Wall: This is a wall emitter for the Light Beam.
For the first two instances the func_instance center is the point where you have to put your path_tracks to.
The wall emitter needs to have the path_track on the same layer but of course a bit futher from the wall.

BeamPlatform_Platform: Thats the platform itself with some settings. It's moving from MapSpawn on.

Make sure to give all instances/parts that belong to the same Light Beam the same fixup name!
For multiple platforms per track you have to use of course different ones. This just causes that the toggle won't work.

In this pack there are also the missing models and textures for all the parts of the Light Beam Track. I recompiled the corner model and made it to a static prop.
Please make sure to use the light_rail_endcap2.mdl and not the light_rail_endcap.mdl. I hexed that model because Valve made some texture tries on the original one in Portal 2's VPKs and it looks unfinished.

File Name: Light_Beam_Platform_2.7z
File Size: 483.48 KiB
Click here to download Light Beam Platform (from Portal 1)

Idolon • Feb 06, 2012 • #46075
417 posts

The (Portal 1) in the title is a bit misleading. Perhaps rename it to "Unstationary scaffold for Portal 2?"

Either way, glad to see someone figured this out. The moving platforms in Portal 2 are annoying to get looking nice, since they all run on rails and can't turn corners.

josepezdj • Feb 07, 2012 • #46076
2,386 posts

Simply awesome, skotty! Just like everything else you have made!

Thanks

protoborg • Feb 09, 2012 • #46077
288 posts

The file does not include the actual instances. All that is included is the models, which is fine. It is just that I was expecting instances.

Skotty • Feb 09, 2012 • #46078
671 posts

Yea someone told me the same a few minutes ago. 16 people downloaded it and nobody noticed that there are no instances included?
Well, however: I uploaded the complete file now.

josepezdj • Feb 10, 2012 • #46079
2,386 posts

In fact I preferred the model itself instead, I think I can do the setting myself and make it work. I checked that in Authoring tools' model browser these models were in pink/black squares and I assumed they wouldn't work for Portal2... and then I started to miss them instantly and wanted to include the light beam plattform in any map! So skotty, thanks for your work! as usual!

Moth • Feb 10, 2012 • #46080
225 posts

I'm working on a map right now that could use this! what excellent timing!
A pleasure working with you as always, Skotty!

Skotty • Feb 16, 2012 • #46081
671 posts

Update:

I simplified the instances a bit (they look more complicated than they are).
I merged the toggle-instance into the platform instance (the platform itself is now the toggle).
The platform instance has now a start disabled (yes = 1, no = 0) parameter.
I changed the start and stop sounds of the platform. Additionally I added a text file with good sound script entries for them.

AD_79p2 • Nov 03, 2012 • #46082
103 posts

Oh crap, why aren't the models showing up when I go to the model browser?

I have no idea where to put the Model files...

FelixGriffin • Nov 03, 2012 • #46083
2,680 posts

[Steam]\steamapps\common\portal 2\portal2\models is ths usual location on Windows.

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