Help with Elevator
The one Valve made in portal 2
or are you planning to use the orange box games
spongylover123 wrote:
before I say anything, what type of elevator are you trying to make?
The one Valve made in portal 2
or are you planning to use the orange box games
I think this is a Portal 2 elevator... if you want to see what I am talking about... make a prop_physic, then go to world model and type in elevator in the filter box, it should be the 3 one down... it should have two aperature symbols, one on top and one on the bottom... model/elevator/elevator.mdl
BlackBird Studios wrote:
spongylover123 wrote:before I say anything, what type of elevator are you trying to make?
The one Valve made in portal 2
or are you planning to use the orange box gamesI think this is a Portal 2 elevator... if you want to see what I am talking about... make a prop_physic, then go to world model and type in elevator in the filter box, it should be the 3 one down... it should have two aperature symbols, one on top and one on the bottom... model/elevator/elevator.mdl
why can't just use edit the elevator instance?
BlackBird Studios wrote:
I did what you said, but when I changed the elevator the new one disappered... what's up with that...
Use as a prop_dynamic, not a prop_physics.
BlackBird Studios wrote:
I know that you to use that track thing, but I also don't know how to use it.
If you don't 1.) know the names of the entities, 2.) don't make any effort to use their names (and as a result, sound like a fool; it's like walking into a computer shop and saying "I want one of those do-whatsits"), or 3.) don't know how the entities operate, I'd highly suggest you stick with the much simpler instances. There is a ton that goes in those instances that controls about a dozen different things, and if you don't have a very firm grasp of I/O at the very least I sincerely doubt you'll be able to recreate their functionality.
It may be possible to accomplish what you want simply by editing the models being used in the existing instances, but I wouldn't bet on it.
As for your problem, I don't know what to tell you. It is painfully obvious you do not grasp the level of understanding of the tools or engine to accomplish what you're attempting to do. You can post your VMF and if someone wants to figure it out for you they can. But if not then nobody can really tell you exactly what to do, probably because we're not mind readers. I assume the huge and vast majority of maps released use the stock instances. You can try looking up the old Portal 1 elevator tutorials, the concepts there should still be relevant, but I'm not going to guarantee anything.
Generally I think Valve scrapped this elevator because it doesn't nearly look as good as the one they use now. Therefore collisions may be wrong or it can be buggy.
chickenmobile wrote:
You should always check what type of model it can be, before you use the model. In this case it is a dynamic model and you should be placing it in the map as a prop_dynamic.Generally I think Valve scrapped this elevator because it doesn't nearly look as good as the one they use now. Therefore collisions may be wrong or it can be buggy.
I'm going to go with what you said there Chicken because I have done that and a lot of other things. Maybe I'll try seeing if I can somehow attach a clip box around the floor and the outside and then have it follow the tube. Possible or not, I'm going to make this work.. I love that elevator lol.
BlackBird Studios wrote:
Shitty Attitude? I would love to see the quote on me telling you that "you're wrong"... If I thought you were wrong I wouldn't be here asking for help. I love it how you think that if a person asks for help, they are marked stupid in your eyes.
First of all: I doubt that Msleeper thinks that everyone that asks a question is stupid? Then there would've been a forum (mapping help and discussion) that is only for stupid people. Bit strange isn't it? It's just that a lot of the questions you ask already have been asked before and you could've searched first.
Secondly: Msleeper posts something that isn't really offensive, it's just that he points out that you can use another method to search your problems and you reply with thanks for being a dick. That is not acceptable language and using that towards someone who tried to help you is indeed a shitty attitude. Try not to be offensive next time.
BlackBird Studios wrote:
I have been able to accomplish more than you think by myself. That's why I havn't really asked for help for quite awhile. But now that I come back asking for help, because I get to a part that not even you grasp yet and you have been doing this since 2003, makes me feel special inside.
I guess I'll go back into the state of mind knowing that, hey... don't ask you for help because all I get is an anyalitical answer along with a fucking riddle which in return demeanors the point of even doing this in the first place. (Don't know it right context is being used, don't give a fuck though) I'll figure it on my own. Have a Goodnight, and I am sorry for attempting to be a user on your website.
What we are trying to do is give answers like chicken did: clear but often this comes with technical terms. When using hammer that's pretty much unavoidable!
We're happy to help but the constant swearing you do is really too much.
BlackBird Studios wrote:
chickenmobile wrote:You should always check what type of model it can be, before you use the model. In this case it is a dynamic model and you should be placing it in the map as a prop_dynamic.
Generally I think Valve scrapped this elevator because it doesn't nearly look as good as the one they use now. Therefore collisions may be wrong or it can be buggy.
I'm going to go with what you said there Chicken because I have done that and a lot of other things. Maybe I'll try seeing if I can somehow attach a clip box around the floor and the outside and then have it follow the tube. Possible or not, I'm going to make this work.. I love that elevator lol.
When you've done what chicken said make sure you go back to the render tab and check the collision model box.

as you can see the sides are fine the only thing you need to do is add a func_brush to the bottom and top and parent it to the elevator and you will be fine.
For the func_tracktrain check out the valve developers wiki: https://developer.valvesoftware.com/wik ... tracktrain
That should help you
if you have any more questions, feel free to ask but as soon as you start swearing next time I will give you an official warning.