• So! I'm making a Portal 2 Sandbox map based off an old Gm_Construct
    205 replies, posted
[QUOTE=Pirate Jesus;35289414]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] Huh. I've never mapped for portal 2, nor do I know the entities very well. I could dabble with it and relay my findings.
I'd like to try the map out, if you could allow it.
I had an idea of tying certain elements in the map to func_physboxes, so you could literally pick them up and carry them around. Thoughts?
func_physboxes can be good with certain things, but don't forget that the lighting is very odd on them.
actually, I'm quite curious on how you made those portal gate...things...
This is absolutely incredible! Half the stuff in this map I didn't even know where possible in Hammer, very impressive!
[QUOTE=LegoGuy;35392409]actually, I'm quite curious on how you made those portal gate...things...[/QUOTE] The portal gate things were made out of prop_linked_portal_doors They're like giant portals tied to doors.. That you can shoot portals through![QUOTE=supatails;35409136] This is absolutely incredible! Half the stuff in this map I didn't even know where possible in Hammer, very impressive![/QUOTE] Thanks for the compliment. But what didn't you know was possible? o.e Also. I'll be adding a video of a redesign soon.. Changed an area of the map, moved some testing elements around. Other things.
Sorry I havent added that new demo footage. Personal matters popped up which distracted me from the map. That's all done now, so i should have the footage up and recorded sometime soon.
[QUOTE=Pirate Jesus;35670399]Sorry I havent added that new demo footage. Personal matters popped up which distracted me from the map. That's all done now, so i should have the footage up and recorded sometime soon.[/QUOTE] It's alright, take your time. Life comes first.
Make one for old aperture as well
New footage. Bit of a redesign, improved the cube spawners. Added captions for this video. [media]http://www.youtube.com/watch?v=mwj9bmXnMAw[/media] Oh! I got my compile time down to 4 minutes.
Thanks for putting pipe decals behind the gel.
You still need to align those textures, but still, good job. Keep it up!
[QUOTE=paulisdead18;35690248]You still need to align those textures, but still, good job. Keep it up![/QUOTE] I really thought i was getting better at that. Guess not. Any spots you can see that are horribly misaligned?
[QUOTE=Pirate Jesus;35703016]I really thought i was getting better at that. Guess not. Any spots you can see that are horribly misaligned?[/QUOTE] Any spot where a square is cut off, what you can do if select a face, make it fit, and use a calculator and divide by a whole number until you get the right scale that you are looking for... or at least that's what I do. Then you'll have everything all nice and aligned, together, and with no cut off textures, like the square tiles. It take a bit of work to align a lot of stuff, but it makes the map look better too.
[QUOTE=paulisdead18;35712014]Any spot where a square is cut off, what you can do if select a face, make it fit, and use a calculator and divide by a whole number until you get the right scale that you are looking for... or at least that's what I do. Then you'll have everything all nice and aligned, together, and with no cut off textures, like the square tiles. It take a bit of work to align a lot of stuff, but it makes the map look better too.[/QUOTE] Okay thanks for the tip In other news, i just heard about this [url]http://www.shacknews.com/article/73530/portal-2-perpetual-testing-initiative-dlc-available-on-may-8[/url] So i guess the map will be released then, in the workshop.
I had an idea for two little boxes. They both contain world portals. You can carry them around and such... Of course being world portals, they only update themselves when you drop them... Thoughts? Scratch that.. They dont work properly. Oh... Added a buton to toggle low gravity in the main area of the map.
Big question! You know how in the portal 2 campaign, when you do certain things, it starts little sounds? Like when you first pick up the companion cube, it sings a little. Or when you go in the speed gel, it plays this music, [media]http://www.youtube.com/watch?v=Ww39hWDUMJ4[/media] Or really interacting with any test element causes a little musical cue to play.. Does anyone know how to case that to happen in hammer? I've got no clue, and would love to implement these.
[QUOTE=Pirate Jesus;35778802]Big question! You know how in the portal 2 campaign, when you do certain things, it starts little sounds? Like when you first pick up the companion cube, it sings a little. Or when you go in the speed gel, it plays this music, Or really interacting with any test element causes a little musical cue to play.. Does anyone know how to case that to happen in hammer? I've got no clue, and would love to implement these.[/QUOTE] Isn't the music dynamic or something? I recall something being said of the sort.
[QUOTE=EpicExplosion;35785860]Isn't the music dynamic or something? I recall something being said of the sort.[/QUOTE] The question is, however, how does one do it?
[QUOTE=paulisdead18;35785967]The question is, however, how does one do it?[/QUOTE] The developer wiki says portal 2 added 'sound operators', so that may be the case.
[QUOTE=paulisdead18;35785967]The question is, however, how does one do it?[/QUOTE] That.... that is the question. I might offer a copy of the map to anyone who can reliably solve this question.
Anyone? Does anyone have any idea how to implement the dynamic music? I'll give you an early copy of the map if you can figure it out. I have no clue.
[QUOTE=Pirate Jesus;35803254]Anyone? Does anyone have any idea how to implement the dynamic music? I'll give you an early copy of the map if you can figure it out. I have no clue.[/QUOTE] I found this: [URL]https://developer.valvesoftware.com/wiki/Soundscripts[/URL] And this: [URL]https://developer.valvesoftware.com/wiki/Soundscape[/URL] I assume they'll be helpful, the articles sound like what you're looking for. Edit: So I did a little more looking around. [quote][URL="https://developer.valvesoftware.com/wiki/Soundscripts#Operator_stacks"]Sound operators[/URL] For defining complex audio behavior.[/quote] That sounds about right.
[QUOTE=mattmanlex;35803325]I found this: [URL]https://developer.valvesoftware.com/wiki/Soundscripts[/URL] And this: [URL]https://developer.valvesoftware.com/wiki/Soundscape[/URL] I assume they'll be helpful, the articles sound like what you're looking for. Edit: So I did a little more looking around. That sounds about right.[/QUOTE] Edit: I guess. But it doesn't say how to implement the specific things i need. In semi related news, but awesome nonetheless. I managed to snag one of these: [url]http://www.thinkgeek.com/interests/portal/ed41/?cpg=tw#tabs[/url]
[QUOTE=Pirate Jesus;35831477]Edit: I guess. But it doesn't say how to implement the specific things i need. In semi related news, but awesome nonetheless. I managed to snag one of these: [url]http://www.thinkgeek.com/interests/portal/ed41/?cpg=tw#tabs[/url][/QUOTE] Oh my god. I just found out about those today. Valve... Y U DO THIS TO ME?
[QUOTE=Pirate Jesus;35831477]Edit: I guess. But it doesn't say how to implement the specific things i need. In semi related news, but awesome nonetheless. I managed to snag one of these: [URL]http://www.thinkgeek.com/interests/portal/ed41/?cpg=tw#tabs[/URL][/QUOTE] Here's another thing I found. [URL]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1320&sid=fd48237e78fe4c750108701296426271[/URL] Also, nice!
[QUOTE=mattmanlex;35840615]Here's another thing I found. [URL]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1320&sid=fd48237e78fe4c750108701296426271[/URL] Also, nice![/QUOTE] Thanks. In other news. I found a neat little way to keep version control of the co-op and singleplayer map versions relatively simple. In the VMF, i've got both the co op and singleplayer spawns. When compiling, i just delete the one i dont need. After the compile. I undo the delete and save. Then rename the map if applicable (Say if its a co-op map, i'll ad mp_coop to the map name)
Question. Anyone know how to clear paint from a map? I tried a trigger_Paint_Cleanser. But that just stops new paint from forming. Doesn't clear the already existing paint.
Oh. Seems the perpetual testing initiative DLC just dropped. So you can expect the map to release in its current form sometime this week.
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