Source SDK Help

Sokair

L1: Registered
Oct 15, 2010
24
0
So I am new to mapping, very new. I've been finding out how to make teleporters, buttons, and glass you can shoot through. Anyone can lead me to a tutorial or tell me how? Thanks in advance. :)
 

Dr Forrester

L2: Junior Member
Aug 15, 2008
60
23
Well, if you're mapping for TF2, I can easily inform you what I found out the hard way about making those three things:

Don't, don't, and don't

hope that helps :D
 

Attsy

L3: Member
Jan 31, 2010
110
29
Teleporters:
http://www.interlopers.net/tutorials/1828
Glass that you can shoot through (and I'm guessing is not passable):
Make a func_brush brush entity, texture it with a glass texture, set its collisions to Never Solid, then make a new brush with the TOOLS/Playerclip texture over it.
Buttons:
Make a nodraw textured brush if you want it to be invisible, textured if you do, make it a func_button, go into the outputs then type
Onpressed
Target Entity***
Output***

And like Dr Forrester said, these are things that dont belong in a tf2 map, but if you just want to learn the ins and outs of hammer, by all means do so. Just please dont release it. Maps that utilize teleports/buttons/shoot-through glass are usually super gimmicky and not fun.

However like I said to learn its alright, and if you need any clarification on anything feel free to ask.
 

Sokair

L1: Registered
Oct 15, 2010
24
0
Thanks so much, its all I need it. Like you said, I'm not releasing anything (yet..maybe), I'm just creating fun maps to play. Well thank you so much for this tutorial!

EDIT: By fun I mean secrets or something in a surf map or like that. I'm not creating anything that's competitive right now.
 
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bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
I think he meant breakable glass. the quick way to do that is to

-make a box (your glass)
-texture it with glass texture (search for "glass" in "filter" box and "tf" in the "keywords" box
-tie it to entity func_breakable, damage with 100 will take about 4 -5 shots.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I've got a map with two teleporters, one is obvious, but it was the only way I could think of allowing the quick access that I desired. The exit location is in a blue-only area (only blue can teleport) and essentially allows for a "forward spawn" on a map that can't feasibly feature a forward spawn (and some players may not wish to spawn in that particular location--or the other--if both spawn rooms are active). The entrance and exit both have the teleporter prop (but lack the particles).

The other teleport is so craftily hidden people aren't likely to even notice it (and shortens a spawn room exit for Red by some 1000 units). You'd have to be behind a guy as you run down a hall. By your lonesome you'd never see it: textures and geometry are so perfectly aligned.

Teleporters aren't a BAD thing, you just have to know what you're doing.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I've got a map with two teleporters, one is obvious, but it was the only way I could think of allowing the quick access that I desired. The exit location is in a blue-only area (only blue can teleport) and essentially allows for a "forward spawn" on a map that can't feasibly feature a forward spawn (and some players may not wish to spawn in that particular location--or the other--if both spawn rooms are active). The entrance and exit both have the teleporter prop (but lack the particles).

The other teleport is so craftily hidden people aren't likely to even notice it (and shortens a spawn room exit for Red by some 1000 units). You'd have to be behind a guy as you run down a hall. By your lonesome you'd never see it: textures and geometry are so perfectly aligned.

Teleporters aren't a BAD thing, you just have to know what you're doing.
Yeah, but once one player accidentally stumbles through it and tells everyone else on the team, it becomes extremely unevenly weighted.

Plus, the idea doesn't fit TF2 that well... oh wait, they already have teleporters...
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Yeah, but once one player accidentally stumbles through it and tells everyone else on the team, it becomes extremely unevenly weighted.

Nah. The shortcuts are intentional. The map is downright HUGE. If the one for Blue didn't exist they'd never be able to take D. If Red's didn't exist, they wouldn't have another exit from their spawn and get to B and C as quickly.

Plus, the idea doesn't fit TF2 that well... oh wait, they already have teleporters...

Exactly! ;)