Portal Pop-out walls

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sssummer
69 Posts
Posted Mar 08, 2008
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.

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appunxintator
142 Posts
Posted Mar 08, 2008
Replied 45 minutes later
you just need a LOT of brushes
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Tigger
100 Posts
Posted Mar 08, 2008
Replied 1 hour later
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

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sssummer
69 Posts
Posted Mar 08, 2008
Replied 42 minutes later
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

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Tigger
100 Posts
Posted Mar 08, 2008
Replied 1 hour later
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.

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sssummer
69 Posts
Posted Mar 08, 2008
Replied 1 hour later
Wow, I never knew it was that simple, thanks a lot..
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Ricotez
738 Posts
Posted Mar 09, 2008
Replied 9 hours later
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.
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Tigger
100 Posts
Posted Mar 09, 2008
Replied 5 hours later

Ricotez 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.

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Ricotez
738 Posts
Posted Mar 10, 2008
Replied 23 hours later

Tigger 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.