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Tutorial for Observation Rooms?

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Nice to see that you are taking the time to make a tutorial on this.

However, the way you describe making the "light tubes" is incorrect, and as you have noted in the wiki, bad mapping practice.

The tubes you describe are different dimensions to the valve ones, which isn't so bad, but also only contain 8 sides in total, which detracts considerably from the detail. Also, you should never carve something like this.

I have written a small guide detailing the way I make these. It is somewhat similar to how Valve appear to have made theirs, but not identical, mainly due to the fact they seem to have gone off the grid, which I personally think is bad, unless unavoidable.

Feel free to use any of the following in your tutorial, or modify it as you see fit for your purposes. I know it is a bit long, but I tried to be as detailed as possible. Sorry for the image-heavy nature of this post.

Observation Room Light Tubes

Make a square hole in the ceiling that measures 96 x 96. Make it 40 depth from the ceiling upwards, and add nodraw to the walls and new ceiling.

Using the arch tool, make a brush that is 80w x 80l x 48h
In the dialog, set:
Wall width : 16
Number of sides : 6
Arc : 90
Image

The result will look like this.
[img]http://img80.imageshack.us/img80/1082/93661273iw0.jpg[/img]

Enter vertex manipulation mode, and align each part of the brush with the grid, as shown here, so the only "curve" is the inside part of the brush. This will make life easier for the compile process later.
[img]http://img207.imageshack.us/img207/7056/52711715mg6.gif[/img]

Using the clipping tool, clip the sides off your brush, so you are left with the following shape.
Image

Copy > paste this brush, flip the new brush horizontally, and align it with the original brush to create a semicircular shape.
Image

Select both brushes, copy>paste, flip the new brush vertically, and align to create a circular shape.
Image

Build a frame around the base of the completed brush. Make each piece 8 units high, and 16 wide.
Image

Texture the inside of the cylinder with plastic_light002c, and the base with plastic_light002a. For the base, check "treat as one", and use the "fit" button, to easily texture here.
Image

Now, you should make a trim for where the base of the light tube meets the ceiling, although this is down to preference and room size.
Build an 8 high, 8 wide, 128 length block, and use the vertex tool to turn it into a triangle as shown. Click "yes" to merge the vertices.
Image

Now, use the vertex tool to angle the outside corners to 45 degrees, so that when you have one of these on each side, the corners will meet up.
Image

Copy>paste and flip as before, until you have the trim on all 4 sides. Texture the visible sides with plastic_wall002a
Image

Turn the entire thing into a func_detail, and move it into the hole you created earlier. (Now might be a good time to save it as a prefab, so you don't need to do this again)
[img]http://img441.imageshack.us/img441/7654/12kl2.jpg[/img]

Texture the ceiling in your hole with the white009 texture.
[img]http://img441.imageshack.us/img441/6763/13kb3.jpg[/img]

It is worth noting that the texture scale you choose here can have a big impact on your room's lighting. The default scale of 0.25 will give a nice, bright effect, whereas scale 1.0 will be much dimmer. This can alter the mood of a map considerably.

[img]http://img206.imageshack.us/img206/1628/obstest1dy3.th.jpg[/img] Image

Also of note, in the example map, Valve used a texture scale of 50, so virtually no light was given off, and they just faked the effect of light with a light and a light_spot. Why they did this is a mystery, but it was probably to give more control over the lighting in that scene.

Awesome. I'll make updating the tubes my next priority before I move forward, as I was incredibly dissatisfied with what I had built. 🙁

Is that on the wiki? If not, I'll link to this thread from the Wiki page, and wikify it later, if you don't mind.

Yeah, that ugly tube was built out of frustration and lack of experience* in Hammer, and simply put in there so I could move forward with what I was interested in; glass and light.

* By lack of experience, I mean I opened up Valve's map, broke up the tube... and then only saw "a whole bunch of brushes" but didn't have a clue on to how to duplicate that. And I claim to have done 3D work before, hah!

A few developers and I were having an argument about the best way to solve a problem. I came up with the most crazy complex way I could to solve the problem as a joke. One of my coworkers whipped around and said "Now you're thinking in Portals!"

I'm glad you found this useful. Feel free to add it to the wiki, and modify it as much as you need to to fit in with your tutorial.

Also, I know what you mean about the feeling when you look at Valve's maps. I understood the brush work and lighting stuff because I used to map for HL1 many years ago, and nothing much has changed on that front, but some of the entity setups in source had me going "wtf??"

I'm slowly getting to grips with it now though, thanks to a few decent tutorial sites, and a lot of trial and error :D

Thanks a lot about your line telling things about the texture scale. Before that, I've always done 8*8 custom light texture and the lignt was so bright with a light.rad brightness set to 1. Now I've changed the size of the light texture and by tweaking the texture scale, it does all the work.

I belive their light and light_spot in the observation room has something to do with the light in the test room itself, as in the commentary, they use those windows as a light source.

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

http://wiki.thinkingwithportals.com/wiki/Observation_Room_Light_Tube_Tutorial

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I think msleeper means

http://wiki.thinkingwithportals.com/wiki/Observation_Room_Light_Tube_Tutorial

Hurricaaane wrote:
The refract texture must be on all sides of the brush, and the brush itself needs to be a func_brush, not a func_detail.

Actually, my refraction glass has the observation room side as a nodraw, and the side you see as the glass texture. It works fine. Also, (I just found this out,) to get the lights to really brighten up the rooms, you have to open the light properties, find the variable, (or thing that you can change,) next to Quadratic, and type in 200000. This ensures that the light will cast all the merry way to the opposite wall.

I love how that wiki link just links straight back to this thread :D

Companion Cube Chronicles WIP:
Story: 22.22222% Design: 33.33333%
Levels: 4.44444% Cake: 0.00000%
Voices: 0.0^3% in base 4
New models & Textures: ((e^28/pi*7)/0 - 42)%
Grief counseling: 111.11111%

You can help by wikifying this article from its current location. Make sure to replicate formatting using the Wiki style, and to copy all the images from the forum thread to copies uploaded to the TWP Wiki.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

Yes Hober, I can read, but thankyou all the same. I just found it funny that MSleeper made a huge announcement of it, posting it in a link-breakingly large font, when all it did was link straight back here.

Companion Cube Chronicles WIP:
Story: 22.22222% Design: 33.33333%
Levels: 4.44444% Cake: 0.00000%
Voices: 0.0^3% in base 4
New models & Textures: ((e^28/pi*7)/0 - 42)%
Grief counseling: 111.11111%
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