Appendix D: Tips, Tricks and Tutorials


Making a Mirror …
Apply a mirror texture to brush (it will only work on brushes, not curve patches). Next, place a misc_portal_surface entity within 64 units of the mirror and at roughly eye level for the character. Because a mirror shows all that it can "see" the mapmaker needs to take special care that his mirror doesn't see so much of the map that it affects game performance.
Making a Jump Pad
  1. Make the brush that contains your pulsing pad texture. It can be set in the floor or raised up on separate brush.
  2. Make a trigger_push brush entity that is smaller than the pad (the id triggers are usually octagonal).
  3. Create a target_position entity and move it to the height and location you want. The target position is both the aiming point for the trigger_push and the highest point (apex) of the assisted jump.
  4. Hi-light the trigger first, then the target_position (order is important).
  5. Press CTRL + k to connect the two entities (pointing the first at the second).
  6. Compile and test it. The first compile needs to be a full or fast vis. If you need to make adjustments to the target_position, you only need to use an entities compile.

Lining Up the Pad Texture
The combination of shader keys that make the jump pad pulsing texture work can be tricky to line up. Try the following methods if your own attempts bring no joy.
  1. Make the brush that will be your pad (128x128 units).
  2. Apply the pad texture. If it doesn't line up, turn off the lock texture feature and move the pad until it lines up perfectly.
  3. Lock the texture and move the brush into position.

If that doesn't work:

  1. Build your brush in place.
  2. Apply the pad texture so that several corners of the pad circle are visible.
  3. Compile a regioned area with the jump pad in it.
  4. At least one of the pad circles should have a pulsing circle in it.
  5. Back in the editor, slide the pad circle with the active pulse so it fills the pad.
  6. Recompile. It should work now.
Making a Launch Pad
Target the trigger_push that you put above the pad at a target_position. The player will accelerate until he reaches the target. Physics does the rest.

Note: The center point of the target must be higher than the center point of the trigger_push.


Making an Environment Box …
See Visual Effects/Environment Mapping

Making a Shooter The shooters; shooter_rocket, shooter_grenade, and shooter_plasma all fire a single projectile when they are triggered by an event.