How to Do Art Therapy 3 in Portal 2

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I of the maps from the official Art Therapy course. Notice the goo flooring, the 'stadium lights' and exposed expanse behind the exam.

This theme is seen but in the 'Peer Review' co-op DLC. It appears to exist set afterwards Old Aperture, only before the modern facility. Tests take place in big, open up areas, which are almost similar resevoirs. The test sleeping room itself is unfinished, and at that place are many gaps in the roof and walls. This is not to be dislocated with it being 'destroyed' - it's simply unfinished.

Inflow and departure elevators are connected to the test bedchamber by catwalks.

Contents

  • 1 Testing Elements
  • 2 Noticeable elements
    • 2.one 'Resevoir' expanse
    • 2.2 Test bedchamber visual style
    • two.3 Lighting
      • 2.3.one Ambient Lighting
  • 3 Miscellaneous tips
  • four Run into Too

Testing Elements

Because this theme appears to take place just later on the Quondam Aperture area, gels are used in almost every test. Toxic water is the main hazard, nonetheless information technology tin can exist a bottomless pit, with cliff faces around the sides.

Excursion funnels, hard-light bridges and lasers are also used often, just near elements piece of work in this theme.

Noticeable elements

'Resevoir' surface area

Like mentioned to a higher place, the tests take place in a large open area, which is visible in transitions as well as at sure points in the examination chamber. This area has to be larger than the test area, obviously, but usually isn't very full, aside from occasional gantries on the walls, and long metal beams going from side to side. There are likewise some big overlays of random 3-digit numbers. The chamber, besides as some elements, is supported by trusses, scaffolding, foursquare beams and cables.

In the official maps, the walls of the resevoir area are textured with the props/plasticwall002 or 003 texture, with the texture scale at 0.50 (it is 0.25 past default). The floor is sometimes solid, only can be goo also. If you use goo as a flooring, y'all may want to add a 'tideline' overlay on the surrounding walls (if the player tin run across them).

Exam chamber visual style

Throughout the test chamber, at that place are missing wall panels, sometimes exposing the 'anim_wp/backpanel' or 'props/plasticwall_002' textures, sometimes giving the player a glimpse into the area beyond. Simply remember - this isn't a destroyed theme! These gaps are sealed off by squarebeams and grating.

The roof is usually missing entirely, exposing hanging cables, square beams, trusses, and long metal beams. The floor is mostly pristine, nevertheless sometimes in that location'due south missing segments, exposing 'anim_wp/backpanel' textures. Sometimes, the floor is grating on top a squarebeam grid, supported past scaffolding.

Panels are used occasionally for things like staircases or barriers, just not often other than that.

Lighting

An in-Hammer case of how lighting is done in this theme.

Due to the nature of this theme, y'all'll be hard pressed to discover a good identify for observation rooms, the usual calorie-free source. Instead, lighting comes either through the roof, or through gaps in the walls , by means of the 'stadium lights' seen in Old Aperture. These are supported past trusses and foursquare beams, and have a single 'light_spot' about 16 units in front of the model, and an 'env_sprite' in the center of each of the model's nine low-cal fixtures.

The settings for the light_spot are usually:

Property Name Value
Brightness 255 255 255 1500
Outer (fading) bending -60

The settings for the 9 env_sprites are:

Property Name Value
Return Way Additive
FX Color 247 228 170
Sprite Name sprites/glow04.vmt
Calibration 0.9
Size of Glow Proxy four

Placing an env_projectedtexture behind the square beams near the roof casts some ballsy shadows across your chamber - in fact, ALL of the official maps apply a projected texture coming from the roof.

Note.png Annotation: It'south OK if information technology doesn't come from a visible source, as long equally you don't make it obvious.

Ambient Lighting

An in-Hammer example of the "lighting box" used for the ambient lighting. The 'skip' textured box is a 128 unit cube.

Because the BTS surface area of the map will be very nighttime without light sources, the official maps also put groups of standard 'light' entities near each top corner of the resevoir area, with the following settings:

Property Proper noun Value
Brightness 120 140 160 15
Constant 1000000002

There are ix of them in a 128x128x128 box (four at the forepart, 4 at the back and 1 in the eye).

Miscellaneous tips

The elements that should be used throughout this theme are:

  • Missing wall, floor and roof tiles exposing the resevoir expanse
  • Large pools of slime water
  • Clean Aperture textures
  • Elevators continued to the chamber by catwalks
  • Grey/Blue fog
  • Absurd Lighting
  • Primarily gels, but whatever of the testing elements

Encounter Also

It is recommended to look at the official maps to see exactly how this way is executed.

In alphabetical guild, the maps in the coop entrada that use this style are:

  • mp_coop_2paints_1bridge
  • mp_coop_bridge_catch
  • mp_coop_catapult_catch
  • mp_coop_laser_tbeam
  • mp_coop_paint_conversion
  • mp_coop_paint_crazy_box
  • mp_coop_paint_rat_maze
  • mp_coop_separation_1
  • mp_coop_tripleaxis

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Source: https://developer.valvesoftware.com/wiki/Art_Therapy_(Portal_2)

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