Tutorial: Halo CE-style teleporters

Discussion in 'Halo and Forge Discussion' started by Teancum, Jan 19, 2013.

  1. Teancum

    Teancum Forerunner

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    ***DISCLAIMER*** --- My 360 is currently being commandeered by family as a cable box, so I can't take screenies at the moment. Those will come later, along with more specific instructions. I may get a few things wrong as well, which I will correct when I get screenshots up.

    How to create Halo CE-style teleporters

    I've seen many maps with the classic styled teleporters in them, yet they almost always still have the teleporter halo *lol* still visible, leaving this blue cone of light in front of the classic green teleporter image.

    1) Creating the look

    Before we get started, go ahead and use regular teleporters inside their respective teleporter frames during testing. But once you have everything squared away, move each teleporter out of the frame, working on completing one teleporter at a time.

    First things first: ensure that you've selected "Edit Coordinates" on your teleporter frame to ensure it lines up with rounded-up coordinates. This will make things easier when creating the effect and later when installing the teleporter back in. Once you've done that, select a Dominion small door shield. Line it up and then go to Edit Coordinates to move it in perfect and get the height and depth correct. Once that's done set the team value to whatever you want, with green being the closest to Halo CE.

    2) Adjusting the teleporter

    Line up the teleporter back into the frame, but do not move it in such a way that you cannot grab it again. The easiest way to do this is to leave it 0.1 or 0.2 above the bottom of the teleporter frame, with X and Y coords lined up. Change the shape to a box, and set the width and depth to fit the teleporter frame. Set the Bottom value to -1.5 or so. Finally, flip the teleporter 180 degrees and move it down on the Z axis until it disappears and the collision box properly covers the teleporter frame.

    3) Fine tuning

    When adjusting the teleporter after the initial flip, it's best to grab the object you've hidden it under, go to Edit Coordinates, then move the Z axis up/down around four clicks (0.4). This moves the frame or flooring out of the way and allows you to grab the teleporter to adjust the exit direction, the collision box, etc. When you're done move the object back to position, covering the teleporter again.
     
  2. ExTerrestr1al

    ExTerrestr1al Promethean
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    I have tried this on a map too... but I used a on3-way shield instead. I might redesign it to use a dominion shield because you can customize the color.

    so that was one of my comments... that you should change the tutorial to say "change color" rather than "change team" but that's probably a moot point given that it doesn't really matter which team owns a shield.

    [removed innacurate info. shield size does offer a larger teleporter area, and when combined with a shield it really looks nice and still works very well.- jka]

    The only reason I tried a shield on it was to block a player from accidentally traveling through the Frame w/o going through the portal itself. Cuz on this map, that equaled death. It was nice that the one-way shield bounced you back. But I've since learned as you have that Dominion shields also have a small bounce effect to them.

    I suppose one could also put two teleporters side by side so that the width of the portal was effectively wider. [not necessary, given the size of teleoporter area is affective as outlined by teancum above]

    I have done something similar on another map, which needed a very large teleporter... but I'm hush hush on what that is till I post a thread for it :D
     
    #2 ExTerrestr1al, Jan 24, 2013
    Last edited: Feb 20, 2013

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