• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=Baboo00;29359051]Switch to the new emancipation grid texture maybe.[/QUOTE] Done.
[QUOTE=DeanWinchester;29358269]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.[/QUOTE] I just moved halflife2.fgd to the bin folder in alien swarm.
[QUOTE=erik802;29357625]I completed my first test chamber! :buddy: [/QUOTE] Could you share how to make the moving panels shown in your screenshots?
[QUOTE=sparky28000;29359055]I'll be honest I have no idea how.[/QUOTE] prop_weighted_cube and prop_floor_button
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE] Looks bloody great. Are you going to make any other Portal 1 maps?
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE] Looks awesome, though this is chamber 09. Not 07.
[img]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img] [img]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img] My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?
I remember a long time ago before any trailers, I made this [media]http://www.youtube.com/watch?v=8vOwMOHx_wI[/media] Maybe I can do more of these? with the new materials and etc
[QUOTE=Fearlezz;29359475][img_thumb]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img_thumb] My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?[/QUOTE] Damn that looks fucking awesome. Nice.
[QUOTE=Jessecar96;29359507]I remember a long time ago before any trailers, I made this [media]http://www.youtube.com/watch?v=8vOwMOHx_wI[/media] Maybe I can do more of these? with the new materials and etc[/QUOTE] 100 years later, the entire facility is in ruins. Yet the elevator seems completely untouched! :iiam:
[QUOTE=spawn camp3r;29359131]new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.[/QUOTE] About the new elevators that will require some fixing from my side and I'm not a magician. [editline]22nd April 2011[/editline] Okay, looks like I pulled it off. [b]Might contain slight spoiler[/b][media]http://www.youtube.com/watch?v=4hkzk9yQgZY[/media] Added the new fizzler, The elevator and Re added the observation room.
[QUOTE=sparky28000;29359858]About the new elevators that will require some fixing from my side and I'm not a magician. [editline]22nd April 2011[/editline] Okay, looks like I pulled it off. [b]Might contain slight spoiler[/b][media]http://www.youtube.com/watch?v=4hkzk9yQgZY[/media] Added the new fizzler, The elevator and Re added the observation room.[/QUOTE] Can you please spill the beans on the elevator? Is that just a pre-fab or something?
[hd]http://www.youtube.com/watch?v=hEa7f5LtzBo[/hd]
[QUOTE=Instant Mix;29360219]Can you please spill the beans on the elevator? Is that just a pre-fab or something?[/QUOTE] Totally copied from another map. I had to fix the path for the elevator and the open animation.
[QUOTE=boomer678;29360253][hd]http://www.youtube.com/watch?v=hEa7f5LtzBo[/hd][/QUOTE] Awesome can we get a link?
I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?
[QUOTE=Fearlezz;29359475][img_thumb]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img_thumb] My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?[/QUOTE] holy fucking shit how the hell did you make it so much like an actual P2 map?
[QUOTE=Instant Mix;29360532]holy fucking shit how the hell did you make it so much like an actual P2 map?[/QUOTE] I think it's called copy and paste.
Just having some fun. [img]http://i.imgur.com/K3vSn.jpg[/img] By the way, you can make the liquid asbestos things pull instead of push by making the linear force negative.
May I ask what you did to change the direction of the tractor beam? I wanna add that to the fgd. Nevermind I'm a moron who can't read :v:
[QUOTE=Fatfatfatty;29360378]I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?[/QUOTE] Ok, First, make a prop_dynamic with the armliving64x64 or similar model. Place it so that the panel portion of the model correlates with the brush you want to move. Example: [img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img3.png[/img] Make the brush into a func_brush, give it a name, and parent it to the arm model. In the model browser, look through the different available animations under the sequence tab and find the one you want. Note the name of this sequence. Example: [img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img2.png[/img] Create a logic_auto entity and give it a new output. It should read as: OnMapSpawn , <brush name> , SetParentAttachmentMaintainOffset , panel_attach Example: [img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img1.png[/img] Create a trigger with an output to the arm model to start an animation. Example: [img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img4.png[/img] I'm pretty sure there's more to it (esp. regarding idle positions), but this is what I've grasped so far. Final result: [img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img5.png[/img] Example vmf: [url=http://dl.dropbox.com/u/10116881/images/hammerp2tut/panelarms.vmf]Download[/url]
[QUOTE=sparky28000;29360638]I think it's called copy and paste.[/QUOTE] Only thing I copied was the fog entity to get the right settings. Even then I changes most values. Thank you very much.
[media]http://img62.xooimage.com/files/b/4/6/portal_test_010000-27f8cad.jpg[/media]
I should be having a test map up soon too.
Anyone willing to investigate what the brush entity "func_liquidportal" is?
[QUOTE=sparky28000;29360638]I think it's called copy and paste.[/QUOTE] Damn. I was thinking it was called "effort" [editline]22nd April 2011[/editline] I am the self-proclaimed king of panels. I've spent the whole of today working on my map. Should've got more done , to be honest.
[QUOTE=Instant Mix;29361438]Damn. I was thinking it was called "effort" [editline]22nd April 2011[/editline] I am the self-proclaimed king of panels. I've spent the whole of today working on my map. Should've got more done , to be honest.[/QUOTE] Screenshots?
[QUOTE=Dlaor-guy]Anyone willing to investigate what the brush entity "func_liquidportal" is?[/QUOTE] That has been there since Portal 1, it's described as "A space that fills with portal liquid and teleports entities when done filling"
How do I make a working Coop map I just can't get it working, when I do I can release the first version of my Playground map :v:
[media]http://img60.xooimage.com/files/4/7/0/portal_test_010001-27f9195.jpg[/media]
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