Breakaway Floor
Posted Jun 28, 2011
Hey guys. I have a question about floors. I'm trying to make one that will just fall away, without being attacked or anything, when you walk on it. I want it to be like in chapter 1 of Portal 2, when Wheatley tells you to walk over to the Portal Gun Pedistal, and the floor falls.
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Posted Jun 28, 2011
Replied
9 minutes
later
There are a few different ways to orchestrate it. First, you could always use a func_breakable, which is a brush that can break on touch or through the I/O system. Also, you can use a func_physbox that starts with motion disabled. When motion is enabled (through I/O) it will start falling.
Posted Jun 28, 2011
Replied
10 minutes
later
I just tried the func_breakable, but it looks REALLY fake and sloppy. Would a func_physbox look like the area I suggested in my previous post? That's the look I'm going for.
Posted Jun 28, 2011
Replied
33 minutes
later
TripleG10 wrote:
I just tried the func_breakable, but it looks REALLY fake and sloppy. Would a func_physbox look like the area I suggested in my previous post? That's the look I'm going for.
Yes. It will turn the brushwork into a physics object which is affected by the gravity in your map.
Posted Jun 28, 2011
Replied
6 hours
later
Then just trigger it.
Posted Jun 29, 2011
Replied
18 hours
later
What I've found to look the most realistic for a falling ceiling or breakaway floor is to have the ceiling or floor made up of a few func_physboxes (motion disabled) and then with your trigger have some of them fall immediately and some fall with a bit of a delay. This way you can create an effect of the floor starting to fall furthest away from the player and rushing up towards you or the oppoiste and so on...
The other option is to include a single explosion with a wide radius at the top-center of the floor physboxes which will make them fall in a sprawling realistic way.
Its all up to how you want it to look really.
Posted Jun 29, 2011
Replied
2 minutes
later
This kind of thing:
Posted Jun 29, 2011
Replied
12 minutes
later
The pit you fall in at the beginning of the game, the portal gun pedestal one, is actually a prop that plays an animation when you step on a trigger on top of it.
Posted Jun 29, 2011
Replied
1 hour
later
hmm... a falling floor with func_physbox, a great trap to add.
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Posted Jun 30, 2011
Replied
1 day
later
I always use func_physboxes for falling floors and walls. A func_breakable would have a bit less lag,
but a physbox would look more realistic
but a physbox would look more realistic