Portal Pop-out walls
Quote from sssummer on March 8, 2008, 3:01 pmHow do I make the walls that are sticking out of the wall at an angle, not that movement just having it be there.
Heres a picture of a non-angled one.
How do I make the walls that are sticking out of the wall at an angle, not that movement just having it be there.
Heres a picture of a non-angled one.
Quote from appunxintator on March 8, 2008, 3:46 pmyou just need a LOT of brushes
you just need a LOT of brushes
Quote from Tigger on March 8, 2008, 5:44 pmIf you look at the testchamber05 sample map you'll see how they set up the raised platform with a pit, an extended arm, and a top.
The angled platforms are just the same. Look at test chamber 15. It has the stationary angled platforms. You just create some cylinders to create the "pivot" in the extended arm, and slap the platform on the end of it all
If you look at the testchamber05 sample map you'll see how they set up the raised platform with a pit, an extended arm, and a top.
The angled platforms are just the same. Look at test chamber 15. It has the stationary angled platforms. You just create some cylinders to create the "pivot" in the extended arm, and slap the platform on the end of it all
Quote from sssummer on March 8, 2008, 6:27 pmI've looked at it but I still don't understand how to make it.
If you havn't figured it out, I'm a major newbface xD
I've looked at it but I still don't understand how to make it.
If you havn't figured it out, I'm a major newbface xD
Quote from Tigger on March 8, 2008, 8:20 pmIgnore the pit for the moment. The thing to focus on is the arm with the platform on the end of it.
You make the arm out of cylinder primitives. Select the block tool. Go to the right side of your screen. Category should be "primitive". Objects should be "cylinder". Play around with making cylinders until you get a feel for them.
Then make a cylinder that comes out of a wall, a couple of pivots made from cylinders to attach to the end, and another cylinder that comes out of that at an angle. Then attach your platform to the end of that cylinder.
Once you get that working you can start to turn parts of the arms into rotating door entities that will allow you to rotate the platform on command. But that's extra credit.
Ignore the pit for the moment. The thing to focus on is the arm with the platform on the end of it.
You make the arm out of cylinder primitives. Select the block tool. Go to the right side of your screen. Category should be "primitive". Objects should be "cylinder". Play around with making cylinders until you get a feel for them.
Then make a cylinder that comes out of a wall, a couple of pivots made from cylinders to attach to the end, and another cylinder that comes out of that at an angle. Then attach your platform to the end of that cylinder.
Once you get that working you can start to turn parts of the arms into rotating door entities that will allow you to rotate the platform on command. But that's extra credit.
Quote from sssummer on March 8, 2008, 9:57 pmWow, I never knew it was that simple, thanks a lot..
Wow, I never knew it was that simple, thanks a lot..
Quote from Ricotez on March 9, 2008, 7:46 amActually making the walls moving is another story, that requires making all the brushes one big func_door and then use a trigger to make them move.
Actually making the walls moving is another story, that requires making all the brushes one big func_door and then use a trigger to make them move.
"Duct Tape is the answer."
Quote from Tigger on March 9, 2008, 12:47 pmRicotez wrote:Actually making the walls moving is another story, that requires making all the brushes one big func_door and then use a trigger to make them move.Actually you don't. You only have to make the one pivot cylinder a door, make the pieces past that func_brushes (individually) and parent them to each other starting at the func_door_rotating.
Edit: And actually you just need to parent the outer brushes all to the door, not each other.
Actually you don't. You only have to make the one pivot cylinder a door, make the pieces past that func_brushes (individually) and parent them to each other starting at the func_door_rotating.
Edit: And actually you just need to parent the outer brushes all to the door, not each other.
Quote from Ricotez on March 10, 2008, 12:25 pmTigger wrote:Actually you don't. You only have to make the one pivot cylinder a door, make the pieces past that func_brushes (individually) and parent them to each other starting at the func_door_rotating.Edit: And actually you just need to parent the outer brushes all to the door, not each other.
As I've stated before there are at least two ways to do most things in Hammer, some easy, others complex. The only way to find out which method is the most suitable to the given situation (that's under construction) is by experience.
But we're getting offtopic here, sssummer didn't ask about making them move at all.
Edit: And actually you just need to parent the outer brushes all to the door, not each other.
As I've stated before there are at least two ways to do most things in Hammer, some easy, others complex. The only way to find out which method is the most suitable to the given situation (that's under construction) is by experience.
But we're getting offtopic here, sssummer didn't ask about making them move at all.
"Duct Tape is the answer."