• How to create Portal 2 maps
    3,501 replies, posted
prop_floor_button has an onpressed output but not an opposite for when it's not pressed. How can I make a func_door only open when the button is pressed, and closed when it's not? Also, how do I make a grate that can be portaled through but not walked through?
[QUOTE=madk;29356598]prop_floor_button has an onpressed output but not an opposite for when it's not pressed. How can I make a func_door only open when the button is pressed, and closed when it's not?[/QUOTE] OnPressed - Open OnUnpressed - Close Just write the OnUnpressed yourself. Hammer will say it's wrong, but it works ingame.
[QUOTE=madk;29356598]prop_floor_button has an onpressed output but not an opposite for when it's not pressed. How can I make a func_door only open when the button is pressed, and closed when it's not?[/QUOTE] Make Output in button properties : Onpressed <Name Doors> Open OnUnpressed <Name Doors> Close <Late>
4 portals idea [media]http://www.youtube.com/watch?v=-MQFWGSu3u4[/media] a coop on single player ? x)
I spelt it wrong as UnPressed rather than Unpressed. Either way, a merged FGD is coming soon with a few new entities.
Can't seem to get any kind of gel to render. I do have an env_cubemap in there, is there anything else I need? The gel hits the floor and makes splatters, but you can't see the actual blobs.
[QUOTE=robowurmz;29356721]Can't seem to get any kind of gel to render. I do have an env_cubemap in there, is there anything else I need? The gel hits the floor and makes splatters, but you can't see the actual blobs.[/QUOTE]change silent in the gel options to false, that seemed to do it for me.
[QUOTE=WhyteclouD;29356826]change silent in the gel options to false, that seemed to do it for me.[/QUOTE] Ah, of course. Thanks. Silent would be used for places where there is already a splat on the ground, I suppose - no need to draw a blob where there player doesn't need to see one.
Info on prop_weighted_cube: Paintpower: 0 - Bouncy 1 - normal 2 - speedy Skin: 0 - normal cube 1 - <3 cube 2 - <3 cube again? 3 - Laser rediricter 4 - Spheres 5 - the "old" cubes SkinType: 0 - Old and dusty 1 - Normal NewSkins: 0 - Normal? 1 - Everything is a storage cube
I'm working on a co-op playground ill add alot of things things like paint, plates, bridges, etc
I've got a problem, the "gel" crashing my game (the game just close it)(on my test map)
Updated some prefabs and added 2 more. One where you can spawn infinite cubes, and another where you can only have one. If you spawn another or it get's dissolved you get a new one. [url]http://filesmelt.com/dl/portal_Prefab1.zip[/url] [editline]22nd April 2011[/editline] [QUOTE=noladu95;29357156]I've got a problem, the "gel" crashing my game (the game just close it)(on my test map)[/QUOTE] Add PaintInMap 1 and maxblobcount 250 to your WorldSpawn entity.
I completed my first test chamber! :buddy: Heres a download link. [url]http://filesmelt.com/dl/P2_panelstest.bsp[/url] Pics! [img]http://cloud.steampowered.com/ugc/577794895702091523/229C07D709A72C28E66C12E022314AE441F209EA/[/img] [img]http://cloud.steampowered.com/ugc/577794895702099789/7639B61805342F1CD065545B570196D67CC2B615/[/img] [img]http://cloud.steampowered.com/ugc/577794895702096592/D42941311F5D5E4E5935BB3FE4E9630CEFEEA9B2/[/img]
[QUOTE=erik802;29357625]I completed my first test chamber! :buddy: Heres a download link. [url]http://www.megaupload.com/?d=BBGGROHQ[/url][/QUOTE] Could you send an image of it at least? To at least show us what kind of map we're downloading (not saying it is bad, just wondering what it looks like)
[QUOTE=erik802;29357625]I completed my first test chamber! :buddy: Heres a download link. [url]http://www.megaupload.com/?d=BBGGROHQ[/url][/QUOTE] Don't use megaupload (Or any other sites where you have to wait). Use filesmelt instead or something.
[QUOTE=Feuvert;29357649]Could you send an image of it at least? To at least show us what kind of map we're downloading (not saying it is bad, just wondering what it looks like)[/QUOTE] Done! [QUOTE=Zyx;29357707]Don't use megaupload (Or any other sites where you have to wait). Use filesmelt instead or something.[/QUOTE] Ok.
Anyone know where the water textures are? Can't find any.
[url]http://www.facepunch.com/threads/1081339-Portal-2-FGD-Thread?p=29340254&viewfull=1#post29340254[/url] Merged FGD is out, includes a pretty hefty number of new and updated entities.
For those whom the fgd isn't working, it depends where you're placing your fgd, for now just put it in the ".../Steam/steamapps/<username>/source_sdk/bin/orangebox/bin/" folder and use it from there, the next version will extend the alienswarm base instead of halflife2 and then you can place it on the same folder as the alienswarm fgds.
Do you know how to make portal 2 use custom stuff?
could someone provide a vmf with a working coop spawn and goal?
For anyone wondering how to edit textures, someone on another forum I go to posted this: [quote] As Valve have updated the VTF spec for portal 2 all editing apps are currently incompatible with the revision (including the photoshop VTF plugin), so we're going to need to make a small change to make it work. Start off by extrating the textures from the vpk using GCFscape, remember to open pak01_dir.vpk and not any others. [img_thumb]http://i.imgur.com/G2o6q.png[/img_thumb] If you're using VTFEdit you'll get the following error. [img_thumb]http://i.imgur.com/45ScO.png[/img_thumb] You're going to need to download a hex editor, any one will work but I prefer to use [url=http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download]xvi32[/url]. Extract the editor to where ever you want and open up your extracted texture in it. You'll get something like this. [img_thumb]http://i.imgur.com/3SU9O.png[/img_thumb] Look for "05" in the top row, its almost always the 9th byte and I'm yet to find a file where it's not. Change this to 04 and save the file. [img_thumb]http://i.imgur.com/t3YTP.png[/img_thumb] Then open up the texture again and it should work. Remember if you're editing the file for use in game, you'll need to revert the byte before loading it into Portal 2 [img_thumb]http://i.imgur.com/Qwrd4.png[/img_thumb] [/quote]
[media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE] Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.
[QUOTE=Paulendy;29358643]Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.[/QUOTE] Guess you are right.
[QUOTE=sparky28000;29358683]Guess you are right.[/QUOTE] Also make button and cube switching to orange!
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE] Switch to the new emancipation grid texture maybe.
[QUOTE=d3m0l1sh3r;29358936]Also make button and cube switching to orange![/QUOTE] I'll be honest I have no idea how.
What fgd are you using, check out the one me and Randdalf made. In the zip there's an example map with all the cube and button types, and they are turning to orange in-game so you can just copy those or look at their properties.
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE] new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.
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