Since I had disguised this door as yet another concrete panel I thought this sliding mechanic was rather fitting of a hidden entrance way. This time however, I did not use the func_door_rotating entity type, rather just the simple func_door type which creates a sliding door. Now what has happened here is that because I didn’t create a ceiling or what is known as a skybox, the whole sky was just one great leak, which manifested itself in this awesome glitch, whereby the renderer grabs what is physically in the space and then drags that along to fill the void.Īt the end of my street I decided to create a sort of hidden door. A leak is when the void is visible to the player. The void is essentially the nothing-space that surrounds the map. However the most interesting thing I found out about was leaking and the void. I played around with decals to create the graffiti for some fun. The brushes are more purposed and so more textures have been used to create a recognisable space. Immediately, there is a difference seen here. What occurred when opening the door in game was remarkable, the whole entity span 270 degrees and moved slightly across the floor, and back again when closing. This door is terrible, after creating the flat brush (block), I applied a texture that looked like a door, made it a func_door_rotating entity, stepped back and ran the map. Then for fun I decided to try creating a door. This is basically as simple as it gets, I played around with textures a little to see how the browsing, scaling and placing systems worked. I knew that the source engine was good for creating maps that are full of blocky shapes, which is fine for my needs, most of the stuff I enjoy being primarily oblong and made of rectangles.įor my first test, I just created a tall room of four walls and a floor. After my tutorial, I decided that it was to be my course of action to try to create some environments within the Source engine (a game engine created by Valve for games such as Half Life 2, Counter Strike: Source, Portal) and the hammer editor.
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