• How to create Portal 2 maps
    3,501 replies, posted
"dynamic shadows with projected textures" enable shadow, shadow quality : high flags : enabled and always...
[QUOTE=DeanWinchester;29354152]Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.[/QUOTE] Thats very good idea. You should work together.
[QUOTE=Kyo;29354259][img_thumb]http://cloud.steampowered.com/ugc/576668995787400487/64FC7A56448484AE3A30BBBB62C80D70ECFB9864/[/img_thumb] Finished my first fully functional Portal 2 puzzle today. Might add a second room/some sort of ending later, the door just leads to a small hallway. Also, would someone mind explaining how to get the dynamic shadows with projected textures? I don't know how that works.[/QUOTE] Looks cool, any chance of a release?
[QUOTE=redBadger;29353804]Has anyone released a 'playground' map of some sort yet?[/QUOTE] I'm on it, what sort of things should we have in it :v:
Can someone explain to me if i load a custom map when playing coop, does the other player need the map aswell? Also, is it possible to play on a coop map by yourself without a partner?
Anyone who's using my FGD, co-op entities are now added.
[QUOTE=Wormy;29354544]Can someone explain to me if i load a custom map when playing coop, does the other player need the map aswell? Also, is it possible to play on a coop map by yourself without a partner?[/QUOTE] iirc from the creator of the SP co-op maker, no. second question, try typing map (co-op map here)
[QUOTE=Randdalf;29354587]Anyone who's using my FGD, co-op entities are now added.[/QUOTE] Is there any way you can give env_portal_laser a name and a enable and disable input?
[QUOTE=Randdalf;29354587]Anyone who's using my FGD, co-op entities are now added.[/QUOTE] How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.
[QUOTE=PieClock;29354823]Is there any way you can give env_portal_laser a name and a enable and disable input?[/QUOTE] Well they have TurnOn and TurnOff at the moment.
[QUOTE=Shounic;29354588]iirc from the creator of the SP co-op maker, no. second question, try typing map (co-op map here)[/QUOTE] I have tried typing map "mp_map name here" but then i get disconnected because it says a "partner" disconnected from the game.
[QUOTE=Wormy;29354942]I have tried typing map "mp_map name here" but then i get disconnected because it says a "partner" disconnected from the game.[/QUOTE] If you add an info_player_start along with the coop spawn stuff you can play the map in SP.
Now i'll should map combine attack to GLaDOS's chamber!
Oh man, what am I doing wrong here? It seems like everything I ever make will fail ): [img]http://filesmelt.com/dl/2011-04-22_00002.jpg[/img] I did all of the stuff that was said here: - Make sure your prop_dynamic is in BindPose animation for calibration - Pre-parent your brush to the arm prop_dynamic - Create a logic_relay or a logic_auto that, when activated, does the following ONCE: Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach" Then I created a button (not visible in the picture, incase you wonder). And that to that button, I added an output: [code] My Output Named: OnPressed Target: Plate_Arm (the prop_dynamic arm, that should lift up my plate, but does not) Via this Input: SetAnimation With a perimeter override of: 128_out_straight [/code] Can anyone help me here?
[QUOTE=Legend286;29354833]How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.[/QUOTE] I've added it. Me and Dean are merging our FGDs at the moment, so stay tuned.
[QUOTE=Paulendy;29354466]Looks cool, any chance of a release?[/QUOTE] I want to add a little more to it, mainly dynamic shadows, but I could probably post a download link later tonight.
[QUOTE=Xhingfu!;29355025]Oh man, what am I doing wrong here? It seems like everything I ever make will fail ): [img_thumb]http://filesmelt.com/dl/2011-04-22_00002.jpg[/img_thumb] I did all of the stuff that was said here: - Make sure your prop_dynamic is in BindPose animation for calibration - Pre-parent your brush to the arm prop_dynamic - Create a logic_relay or a logic_auto that, when activated, does the following ONCE: Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach" Then I created a button (not visible in the picture, incase you wonder). And that to that button, I added an output: [code] My Output Named: OnPressed Target: Plate_Arm (the prop_dynamic arm, that should lift up my plate, but does not) Via this Input: SetAnimation With a perimeter override of: 128_out_straight [/code] Can anyone help me here?[/QUOTE] What is wrong with it?
[QUOTE=Randdalf;29355066]I've added it. Me and Dean are merging our FGDs at the moment, so stay tuned.[/QUOTE] You should also add the OnUnpressed output to the button and an enable/disable input and a targetname to the light bridge. And a setlinearforce to the tractor beam.
Oh, I fixed it! I just needed that one perimeter!
Just as a note to people wondering how to get Portals on moving surfaces working whenever - there's 2 console commands: "sv_allow_mobile_portal_teleportation" "sv_allow_mobile_portals"
Here is a bunch of prefabs and a map showcasing it all. If you put it in your prefabs folder you can use the entity tool to create a lot of them and they will automatically rename themselves. [url]http://filesmelt.com/dl/portal_Prefab.zip[/url]
Is the uh , new FGD not working for everyone? I've got a string error at line 333
Anyone know how to make a cube dropper?
Can't get the Water gel thing to not render as Checkboards, got cubemaps etc. Any ideas?
A few people have successfully made the playground maps, and a few people have asked for them. Have any been released? :v: Not complaining, mind, but I would like them myself, too.
what is the name of the texture of the slime or water that kills you
[QUOTE=fekedout;29355853]what is the name of the texture of the slime or water that kills you[/QUOTE] Vodka..
[QUOTE=AlfieSR;29355701]A few people have successfully made the playground maps, and a few people have asked for them. Have any been released? :v: Not complaining, mind, but I would like them myself, too.[/QUOTE] I'm working on a comprehensive one at the moment, I'll release it when it's done.
Trying to guess what output the new entities have sure is fun.
I played around with the new World Portals and this is what i came up with: [url]http://www.youtube.com/watch?v=BS4ZKlgkEc8[/url]
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