• So! I'm making a Portal 2 Sandbox map based off an old Gm_Construct
    205 replies, posted
Wow! You actually got the Futbal working!
[QUOTE=JoshTheBoss;35224945]Wow! You actually got the Futbal working![/QUOTE] Now if only I could find a use for them.
I wouldn't mind a copy of this, looks pretty nice.
I need a few more beta testers. How about some of you message me on steam?
Could the gels have pipes they come out of? It bothers me that they come out of the wall.
I see that most of the textures are still misaligned, try to work on getting everything neat. Nice work overall.
[QUOTE=Kert97;35259931]I see that most of the textures are still misaligned, try to work on getting everything neat. Nice work overall.[/QUOTE] Okay. I've tried to make sure everything is aligned now. [QUOTE='[yournamehere];35259774']Could the gels have pipes they come out of? It bothers me that they come out of the wall.[/QUOTE] There are no pipes because i like to be able to just shoot a portal right behind them. This map started out as my own personal playground after all. [QUOTE=NotExactly;35133304]Brush based letters, oh god no Why does no one ever make custom textures anymore[/QUOTE] You'll be happy to know I've put in an alternative to the brush letters.
ADD F**KING DYNAMIC LIGHTS AND SHADOWS D:<
[QUOTE=Stiffy360;35269295]ADD F**KING DYNAMIC LIGHTS AND SHADOWS D:<[/QUOTE] Whoa, calm down, I'm sure he will eventually the guy's new.
[QUOTE=cwook;35269606]Whoa, calm down, I'm sure he will eventually the guy's new.[/QUOTE] As soon as I figure out how, sure.
[QUOTE=Stiffy360;35269295]ADD F**KING DYNAMIC LIGHTS AND SHADOWS D:<[/QUOTE] That wouldn't be possible, as far as i know, source still only supports a single dynamic light.
Anyone know how to convert something to that type of brush that is ignored in visleaf calculation? Func_Detail i think? I had a look at my visleafs.. And they werent pretty :D Le edit: Nevermind.. control+t
[QUOTE=Pirate Jesus;35279855]Anyone know how to convert something to that type of brush that is ignored in visleaf calculation? Func_Detail i think? I had a look at my visleafs.. And they werent pretty :D Le edit: Nevermind.. control+t[/QUOTE] Yup. Fill it up with func_details, but only on detail geometry. Basically, on stuff that isn't used to block off an area/visibility. Supports and stairs are examples of this. Just don't make walls, floors, or ceilings func_details (and especially not your skybox). Oh, and there's a limit to them (obviously), but you probably wont need to worry about that. If you do hit the limit, you'll see "too many t-junctions to fix up!" In the compile log. You'll know if that happened if your map isn't updated after a compile. If that happens, it's Propper time.
only func_detail brushes that do not block the players view. So small detail items, not walls/floors etc.
[QUOTE=paulisdead18;35280113]Yup. Fill it up with func_details, but only on detail geometry. Basically, on stuff that isn't used to block off an area/visibility. Supports and stairs are examples of this. Just don't make walls, floors, or ceilings func_details (and especially not your skybox). Oh, and there's a limit to them (obviously), but you probably wont need to worry about that. If you do hit the limit, you'll see "too many t-junctions to fix up!" In the compile log. You'll know if that happened if your map isn't updated after a compile. If that happens, it's Propper time.[/QUOTE] The T-Junction message doesn't have anything to do with func_detail, it's a general error caused by intersecting brushes which can happen to both bsp, and brush entities.
[QUOTE=Legend286;35280221]The T-Junction message doesn't have anything to do with func_detail, it's a general error caused by intersecting brushes which can happen to both bsp, and brush entities.[/QUOTE] Wait, are you serious? So basically, that mean I need to clean my brushes up a bit more, and it'll go away?
I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before. If anyone can solve this for me, nightly builds for everyone. I'll edit this post in a bit with a video of the bug. Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.
If you could throw me a copy, bugs or not, that'd be great. This map looks fun how it is. :v:
[QUOTE=Pirate Jesus;35280349]I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before. If anyone can solve this for me, nightly builds for everyone. I'll edit this post in a bit with a video of the bug. Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.[/QUOTE] 6 min? What are you compiling it on, normal? If you are, then that, to me, is good (probably because i have an unoptimized map that takes like an hour to compile with VIS on fast :v:. Better get dem area portals and propper).
[QUOTE=paulisdead18;35280711]6 min? What are you compiling it on, normal? If you are, then that, to me, is good (probably because i have an unoptimized map that takes like an hour to compile with VIS on fast :v:. Better get dem area portals and propper).[/QUOTE] I just hit F9 > Ok Whatever the default settings are.. Oh, i think a while back someone told me to compile it with HDR on.. So there's that. Ad as far as i know, there are no area portals in my map.
[url]https://developer.valvesoftware.com/wiki/Env_projectedtexture[/url] DO ITS NOW. :D you can do it in the pretty color room. Instead of pretty colors. :) Also, Are you func_detailing your crap? You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. [URL="https://developer.valvesoftware.com/wiki/Visleafs"]https://developer.valvesoftware.com/wiki/Visleafs[/URL] yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" [url]http://www.youtube.com/watch?v=TzUBDMuVQmA[/url]
Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster :v:
[QUOTE=paulisdead18;35282474]Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster :v:[/QUOTE] If you have a big open space containing several uninterrupted visleafs (visleafs are cut every 1024 units) then using a viscluster will tie them together. This does infact optimize the map (Assumeing they all have similar visibility) since it reducing the leaf number. Leaks take time to process.
[QUOTE=mdeceiver79;35282593]If you have a big open space containing several uninterrupted visleafs (visleafs are cut every 1024 units) then using a viscluster will tie them together. This does infact optimize the map (Assumeing they all have similar visibility) since it reducing the leaf number. Leaks take time to process.[/QUOTE] Even better. Guess I AM optimizing.
[QUOTE=Stiffy360;35281633][url]https://developer.valvesoftware.com/wiki/Env_projectedtexture[/url] DO ITS NOW. :D you can do it in the pretty color room. Instead of pretty colors. :) Also, Are you func_detailing your crap? You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. [URL="https://developer.valvesoftware.com/wiki/Visleafs"]https://developer.valvesoftware.com/wiki/Visleafs[/URL] yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" [url]http://www.youtube.com/watch?v=TzUBDMuVQmA[/url][/QUOTE] Im func_Detailing anything with an odd shape, or that isnt square.. Thanks for the tip of the func_Viscluster And about the projected texture.. Can you find me a tutorial?
[QUOTE=Pirate Jesus;35283086]Im func_Detailing anything with an odd shape, or that isnt square.. Thanks for the tip of the func_Viscluster And about the projected texture.. Can you find me a tutorial?[/QUOTE] [url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.
[QUOTE=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype random_mister_blue [editline]24th March 2012[/editline] [QUOTE=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated. [media]http://www.youtube.com/watch?v=nryLO0RWXAk&feature=youtube_gdata[/media]
[QUOTE=Pirate Jesus;35283200]No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype random_mister_blue [editline]24th March 2012[/editline] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated. [media]http://www.youtube.com/watch?v=nryLO0RWXAk&feature=youtube_gdata[/media][/QUOTE] Don't think the limited light bridges are a bug, that's an engine limitation. As for the gel, try using the gel dispenser props and have the gel pour downwards.
[QUOTE=vexx21322;35285228]Don't think the limited light bridges are a bug, that's an engine limitation. As for the gel, try using the gel dispenser props and have the gel pour downwards.[/QUOTE] The odd thing is, they work completely fine when inside a smaller room. I can portal the funnel into the colorful room, and it works fine. Gel flows normally, and everything.
[QUOTE=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] [h2]Wow so fucking helpful[/h2]
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