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	<title>Mike Vail &#187; Tutorial</title>
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		<title>Half-Life 2 Tutorial: Point Viewcontrol</title>
		<link>http://mikevail.org/half-life-2-tutorial-point-viewcontrol/</link>
		<comments>http://mikevail.org/half-life-2-tutorial-point-viewcontrol/#comments</comments>
		<pubDate>Thu, 04 Jan 2007 01:00:04 +0000</pubDate>
		<dc:creator>Mike Vail</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[half-life 2]]></category>

		<guid isPermaLink="false">http://www.mikevail.org/2007/01/03/half-life-2-tutorial-point-viewcontrol/</guid>
		<description><![CDATA[What were going to do here is have a moving point_viewcontrol. Were going to have it track Barney where ever he walks. What this is good for is having a movie like cut scene or making your own in game machinima. This is really eazy so lets get started. The first thing your going to [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>What were going to do here is have a moving <strong>point_viewcontrol</strong>. Were going to have it track Barney where ever he walks. What this is good for is having a movie like cut scene or making your own in game machinima. This is really eazy so lets get started.</p>
<p>The first thing your going to need is, you guessed it, is something to track. In this case we are going to use Barney. So put in a [e]generic_actor[/e] entity and make it the Barney model and give it the name of <strong><em>barney</em></strong>. Next you going to need your <strong>point_viewcontrol</strong> entity. So put that in your level (in my example map its right in front of barney). Here is the list of keyvalues to change.</p>
<p><span id="more-100"></span></p>
<p><strong>Name</strong>: point_viewcontrol<br />
<strong>Pitch Yaw Roll</strong>: click on the Point At button and point it at barney&#8217;s eyes<br />
<strong>Entity to Look At</strong>: barney<br />
<strong>Target Attachment Name</strong>: eyes<br />
<strong>Path Corner</strong>: path_track01</p>
<p>Under the Flags tab check only <strong>Freeze Player</strong> and <strong>Infinite Hold Time</strong>.</p>
<p>Now that we have our <strong>point_viewcontrol</strong> ready we need to get it to move. To do this we need a <strong>path_track</strong> entity. When you put this in your level it needs to be in the same space that your <strong>point_viewcontrol</strong> is. This is because when you trigger the <strong>point_viewcontrol</strong> and want it to start moving your going to have the <strong>point_viewcontrol</strong> playing catch up to the <strong>path_track</strong>. Its eazyer to have the <strong>path_track</strong> and the <strong>point_viewcontrol</strong> right with each other so you know how its going to move. Here is the list of keyvalues to change.</p>
<p><strong>Name</strong>: path_track01<br />
<strong>Next Stop Target</strong>: path_track02<br />
<strong>New Train Speed</strong>: This is up to you. Example map is 90</p>
<p>I should point out that you can also use <strong>path_corner</strong> in place of a <strong>path_track</strong> or both. The nice thing about using a <strong>path_corner</strong> is that it has a <em>Wait Here</em> value so you could pause your <strong>point_viewcontrol</strong>.</p>
<p>And thats about it. In the example map I have it set up to start as soon as you walk into the trigger. Once triggered your view will switch to the <strong>point_viewcontrol</strong>. It and barney will start moving and the <strong>point_viewcontrol</strong> will track barney.</p>
<p>As you can see there are endless ways to use this. The one thing that I haven&#8217;t got working yet is how to contol the speed that the <strong>point_viewcontrol</strong> looks at what you have it set to look at. It seems to have just one speed. For example, if you set the <strong>point_viewcontrol</strong> in one spot and have barney walk right pass it, it will not speed up to keep tracking right on barney&#8217;s eyes. It will move at its set speed and sort of play catch up. If anyone knows how to fix it please let me know.</p>
<p><a href="http://soapbox.msn.com/video.aspx?vid=0515e100-2248-429a-a351-316618be96c2" target="_new" title="Half-Life 2 Tutorial: Point Viewcontrol">Video: Half-Life 2 Tutorial: Point Viewcontrol</a></p>
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		<title>Half-Life 2 Tutorial: Freight Elevator</title>
		<link>http://mikevail.org/half-life-2-tutorial-freight-elevator/</link>
		<comments>http://mikevail.org/half-life-2-tutorial-freight-elevator/#comments</comments>
		<pubDate>Sun, 31 Dec 2006 02:52:35 +0000</pubDate>
		<dc:creator>Mike Vail</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[half-life 2]]></category>

		<guid isPermaLink="false">http://www.mikevail.org/2006/12/30/half-life-2-tutorial-freight-elevator/</guid>
		<description><![CDATA[Where going to make an elevator with two props and have it close the door once you press the button inside and go to the next level. Once at the next level the door will open and wait from you press the button again. First you want make a prop_dynamic with the models/props_lab/freightelevator.mdl. Give it [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Where going to make an elevator with two props and have it close the door once you press the button inside and go to the next level. Once at the next level the door will open and wait from you press the button again.</p>
<p>First you want make a prop_dynamic with the models/props_lab/freightelevator.mdl. Give it a name of prop_elevator and make the Parent elevator (we will be getting to that in a moment). Now make another prop_dynamic with the model models/props_lab/elevatordoor.mdl. Give it the name prop_door and parent it to elevator. If you look at the front of the elevator model you will see a dark beam on both sides of the door and wouldn&#8217;t you know it the elevatordoor.mdl fits right in there.</p>
<p><span id="more-99"></span></p>
<p>Now we come to the parent I was talking about. Get the nodraw texture and make a brush the size of your elevator from the top. Here is the important part. Make sure the top of the brush is level with the floor in the elevator. If not, wherever the top of the brush is where the player will walk. So it’s better to have even with the elevator floor.</p>
<p>Now make the brush you just make a func_tracktrain (Ctrl+T) with the name <strong>elevator</strong> and change the Max Speed to 50 (the default of 100 is a little fast). Also change the Height above track to 0 and for First Stop Target put <strong>path_track_01</strong>. Go to the flags tab and check only No Pitch and No User Control.</p>
<p>To make it clear what we have done so far is get our elevator and door and tied them to the func_tracktrain. So where ever the func_tracktrain goes so will the elevator and the door. Now we just need to tell it where to go.</p>
<p>To do that you need 2 path_track entities. Name the first one <strong>path_track_01</strong> and for the Next Stop Target put <strong>path_track_02</strong>. Go to the Outputs tab and add these 2 outputs.</p>
<p><strong>My outputs named</strong>: OnPass<br />
<strong>Target entities named</strong>: elevator<br />
<strong>Via this input</strong>: Stop<br />
<strong>With a parameter override of</strong>: none</p>
<p><strong>My outputs named</strong>: OnPass<br />
<strong>Target entities named</strong>: prop_door<br />
<strong>Via this input</strong>: SetAnimation<br />
<strong>With a parameter override of</strong>: open</p>
<p>Since we changed the Height above track to 0 for our func_tracktrain we can set the floor of the elevator right where we need to. In the x/y (top) view put the X in the middle of the path_track entities right where the X for the func_tracktrain is at. In the y/z (front) or the x/z (side) view put the X for the path_track even with the top of the floor you want it to start on.</p>
<p>Do the same as above for the other path_track but name it <strong>path_track_02</strong> and set the Next Stop Target to <strong>path_track_01</strong>. Of course put this one above or below depending on what way you want it to go.</p>
<p>Now we need to trigger all this. To do that we get our nodraw texture again and make a small brush that covers the button inside the elevator.</p>
<p>Make this brush a func_button (Ctrl+T), give it the name of <strong>elevator_button</strong> and made the parent <strong>elevator</strong>. Go to the Flags tab and check only Don&#8217;t move and Use Activates. Now go the Outputs tab and add the following two outputs.</p>
<p><strong>My outputs named</strong>: OnPressed<br />
<strong>Target entities named</strong>: prop_door<br />
<strong>Via this input</strong>: SetAnimation<br />
<strong>With a parameter override of</strong>: close</p>
<p><strong>My outputs named</strong>: OnPressed<br />
<strong>Target entities named</strong>: elevator<br />
<strong>Via this input</strong>: StartForward<br />
<strong>With a parameter override of</strong>: none</p>
<p><a href="http://soapbox.msn.com/video.aspx?vid=159df4c6-574c-4c6f-8b0a-488cbba7f98b" target="_new" title="Half-Life 2 Tutorial: Freight Elevator">Video: Half-Life 2 Tutorial: Freight Elevator</a></p>
<p>And there you have it. The door will start open, you get inside and press the button, the door will close and the elevator will move. But theres one more thing. If you try it now you can just walk out the sides and back. To stop this get the Player Clip texture and made a brush for the sides and back. Select all of them and make it a func_brush (Ctrl+T). Make the parent elevator and your set.</p>
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