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Portal reloaded level 10
Portal reloaded level 10









\instances\portal_reloaded\button\switch\pr_switch_present.vmf SwitchesCreate a new func_instance and name it 'switch_present_1'. You can do that on map spawn or with a trigger_once when the player enters the chamber.

portal reloaded level 10

IMPORTANT! For the time travel cube logic to work, you first need to call the 'Trigger Cube Listener' input once. Input Function Main Trigger Dispenses a cube Autospawn Enable Enables automatic dispensing of a new cube when the old one is destroyed Trigger Cube Listener Starts checking for cube movement and spawning the future cube Enable Cube Listener Activates checking for cube movement and spawning the future cube Disable Cube Listener Deactivates checking for cube movement and spawning the future cube The present version of cube dispensers have the following inputs: There is also a seperat instance if you want to use a laser redirection cube instead. \instances\portal_reloaded\dropper\cube\pr_cube_dropper_normal_present.vmf Naming conventions are important here, so make sure to follow these instructions carefully. Then, create a new func_instance and name it 'cube1'. Leave a 128x128 hole in your ceiling where you want your dispenser to be. This section covers how different puzzle elements like cube dispensers, floor buttons and switches should be used in your map.Ĭube DispenserNote, that you can only have one cube dispenser per chamber. The present chamber should occupy the 'negative space' of the coordinate system, while the future version of the chamber should be positioned within the 'positive space'. For this to work properly, you have to mentally divide the worldspace into two sections. The game places a future cube, portal or time portal by inverting the x- and y-coordinates of the present object. This is where positioning becomes really important. Make sure to leave a 256x192 hole where you want your entry and exit to be.

portal reloaded level 10

I’d recommend only using developer textures at this stage. Start with the present version of the chamber. Keep all the time travel mechanics in mind and get to mapping! Now it’s time to actually design your test chamber. This instance contains all the basic logic used in Portal Reloaded. It should be located inside your Portal 2 directory under: Next, select the ‘main.vmf’ as the filepath. Create a func_instance and name it ‘main’. You can watch this video alongside for reference: Global Entities Save it as something like 'pr_my_first_map.vmf'. Now we’re ready to launch the Portal 2 Authoring Tools and create a new map inside Hammer.

portal reloaded level 10

#PORTAL RELOADED LEVEL 10 ZIP#

To use some of the custom assets of Portal Reloaded in Hammer, you’ll have to copy a few files first.ĭownload the zip archive, extract the files and copy the folders named ‘portal2’ and ‘sdk content’ into your Portal 2 root directory. Alright, let’s get started with some file management.









Portal reloaded level 10