Help with Elevator

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BlackBird Studios
104 Posts
Posted Apr 14, 2012
Alrighty, so I am hitting the end of my map and I would love to use this lovley elevator that I found. (I found it under Models/Elevator/Elevator.mdl) I tried setting it up as a prop_physics_override, no go. I don't know what to do with "homemade" elevators. What I am trying to do is on [Trigger_Once: Elevator Door Opens] Then I want it to be that once person is inside elevator (probably another trigger_one) I want the doors to close and I want the elevator to go up. I know that you to use that track thing, but I also don't know how to use it. If you could give me a good tutorial on how to do this, I would much appreciate it.
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spongylover123
944 Posts
Posted Apr 15, 2012
Replied 35 minutes later
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
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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 16 minutes later

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

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spongylover123
944 Posts
Posted Apr 15, 2012
Replied 6 minutes later

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 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

why can't just use edit the elevator instance?

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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 5 minutes later
I don't understand your question, are you asking me why don't I just use the regular elevators... if so, because this is a special part of my map where I want this elevator to be very distinct from the others.
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spongylover123
944 Posts
Posted Apr 15, 2012
Replied 16 minutes later
yes, just edit the model from the instance, from elevator_b.mdl to elevator.mdl.
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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 9 minutes later
I did what you said, but when I changed the elevator the new one disappered... what's up with that...
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spongylover123
944 Posts
Posted Apr 15, 2012
Replied 24 minutes later

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.

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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 13 minutes later
It is a prop_dynamic... it is still disapperaing....
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msleeper
4,136 Posts
Admin
Posted Apr 15, 2012
Replied 50 minutes later

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.

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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 8 minutes later
Thanks for being a dick and all and just practically coming in here and bringing my hopes and dreams down, but just because I don't know how to use one of the instances doesn't make me a complete moron. As stated, I havn't tried making my own elevator yet because I was never presented the opprotunity, but now that I have the opprotunity I wanna learn how to do it. Secondly, if you are going to call me a fool and talk about (walking into a computer shop and saying "I want one of those do-whatsits"), then please understand that I am not here asking for help with the path_track and I didn't put more clarification towards the subject because it wasn't what I was asking for. I asked for help regarding an elevator I found and I wanted to use that instead of the normal elevators found in portal 2.
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Spam Nugget
492 Posts
Posted Apr 15, 2012
Replied 17 minutes later
It isnt being a dick to state the truth mate. Those elevator instances are bloody complicated and unless you really know what youre doing, dont mess with them. And if you have a good enough grasp to start fiddling with them, you wouldnt have to ask how to do it.
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msleeper
4,136 Posts
Admin
Posted Apr 15, 2012
Replied 3 minutes later
Brofriend, I've been using Source since 2003. I've studied the instances pretty much from day one, and I can't even tell you what most of the shit in the elevator instances really does. They're complicated. I'm sorry that telling you the hard truth equates to "being a dick".
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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 4 minutes later
All I asked was how can I get this certain elevator that I want, touchable. This elevator I want won't work for me and I don't know what else to use to make it work. I never asked how to really get it to work, I can figure that on my own, I'm good at that. I have tried a prop_physics and prop_physics_override, I don't know what you use. I am sorry if you weren't trying to be a dick, but I have just been stressed over this map. I have it almost done..
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msleeper
4,136 Posts
Admin
Posted Apr 15, 2012
Replied 5 minutes later
I don't care about your rationalizations. You have a shitty attitude and you need to turn that shit down. People here are trying to help you, and you're the one being an asshole telling us that we're wrong.

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.

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ChickenMobile
2,460 Posts
Posted Apr 15, 2012
Replied 1 minutes later
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.

Untitled-1.jpg

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.

Images 1
Post image 1
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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 25 minutes later
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. 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 anylitical 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.
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BlackBird Studios
104 Posts
Posted Apr 15, 2012
Replied 6 minutes later

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.

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Lpfreaky90
2,842 Posts
Posted Apr 15, 2012
Replied 47 minutes later

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.
img
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 :thumbup: 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.