• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=MasterG;29338835]Can this not be done with parenting?[/QUOTE] No, it cannot. I tried everything. It just stays there and the arm moves RIGHT THROUGH IT!
[QUOTE=Tovleman;29338754]But how do I make a func_brush follow the movement of the arm in question?[/QUOTE] Do all these steps: - 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" PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect. Blend: Calling a new animation while another non-idle is still playing
[QUOTE=Ha3;29339059]Do all these steps: - 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"[/QUOTE] I will report back if I did this right. Also, you are like a bare-butt saint sent from the heavens.
[QUOTE=PieClock;29338829]I'm 99% sure that was some sort of trickery because there were a ton of other times that could have been utilized, but wasn't.[/QUOTE] There are other unusual tricks, like [sp]there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one[/sp].
[img]http://cloud.steampowered.com/ugc/541766098683073018/471D3A8BF07032D103AB977FFD870E0683E9F692/[/img] Got gels working :buddy:
[QUOTE=boomer678;29340712][img_thumb]http://cloud.steampowered.com/ugc/541766098683073018/471D3A8BF07032D103AB977FFD870E0683E9F692/[/img_thumb] Got gels working :buddy:[/QUOTE] :razz:
I love the test chamber textures.
How do you make those fancy lights? Those behind glass.
[QUOTE=Tovleman;29340870]How do you make those fancy lights? Those behind glass.[/QUOTE] Would like to know this
[QUOTE=Ha3;29339358]There are other unusual tricks, like [sp]there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one[/sp].[/QUOTE] This is also done[sp]in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.[/sp]
[QUOTE=Tovleman;29340870]How do you make those fancy lights? Those behind glass.[/QUOTE] env_projectedtexture and can someone tell me how to make gels work
[QUOTE=Sgt Shrapnel;29340921]This is also done[sp]in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.[/sp][/QUOTE] Just an aside note, I loved the sort of semi-remixed speedy version of the main theme that plays when that happens.
[QUOTE=Jessecar96;29340923]env_projectedtexture and can someone tell me how to make gels work[/QUOTE] no i think he means the light texture / model , not the light entity
Converting models anxiously :dance:
[QUOTE=Ha3;29339059]Do all these steps: - 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" PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect. Blend: Calling a new animation while another non-idle is still playing[/QUOTE] I'm either thick as a piece of very thick concrete, or just really, really, dumb. But I can't seem to get it working. Could you maybe create a video tutorial? It would probably take like, 15 minutes to film and create. And it would help me hours of experimenting with the software.
[QUOTE=Instant Mix;29340981]no i think he means the light texture / model , not the light entity[/QUOTE] oh those, ill make a prefab quick
Whoever made the TF2maps thread with the FGD link, the link is broken.
Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too. [URL]http://horobox.co.uk/u/icemaz_1303477895.zip[/URL] Have fun and come up with some nice examples :v: And have a video of it for good measure :v: [media]http://youtube.com/watch?v=xKU28WErq2U[/media] [editline]21st April 2011[/editline] Still processing though
[QUOTE=Jessecar96;29341013]oh those, ill make a prefab quick[/QUOTE] thanks , I'd like a copy of that please :)
Rooting around in the files, finding some interesting things.... Turns out ALL of the sound in the opening section was ONE 2 minute 18 sound clip. The music, the container's collisions, wheatley's speech, it was ALL one sound clip.
Here's the lights prefab [url]http://dl.dropbox.com/u/12438082/portal/lights.vmf[/url]
Here's some of the music (Bear in mind they're designed to overlap and intersect) from chapter 9: [url]http://dl.dropbox.com/u/10001051/portal%202%20music/sp_a4_finale1_b2p2.wav[/url] [url]http://dl.dropbox.com/u/10001051/portal%202%20music/sp_a4_finale1_b3.wav[/url] [url]http://dl.dropbox.com/u/10001051/portal%202%20music/sp_a4_finale2_b1.wav[/url] [url]http://dl.dropbox.com/u/10001051/portal%202%20music/sp_a4_stop_the_box_c2d.wav[/url] [url]http://dl.dropbox.com/u/10001051/portal%202%20music/sp_a4_finale4_b5.wav[/url]
[QUOTE=boomer678;29340712][img_thumb]http://cloud.steampowered.com/ugc/541766098683073018/471D3A8BF07032D103AB977FFD870E0683E9F692/[/img_thumb] Got gels working :buddy:[/QUOTE] How did you get it to work?
[QUOTE=icemaz;29341099]Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too. [URL]http://horobox.co.uk/u/icemaz_1303506610.zip[/URL] Have fun and come up with some nice examples :v: And have a video of it for good measure :v: [media]http://www.youtube.com/watch?v=xKU28WErq2U[/media] [editline]21st April 2011[/editline] Still processing though[/QUOTE] This is really great, but visually quite buggy. Oh god, there's a TARDIS!
[QUOTE=MasterG;29341190]Rooting around in the files, finding some interesting things.... Turns out ALL of the sound in the opening section was ONE 2 minute 18 sound clip. The music, the container's collisions, wheatley's speech, it was ALL one sound clip.[/QUOTE] Very efficient, if a bit hard to work with.
Creating maps in portal 2 is very easy... I can't wait for official sdk
[QUOTE=Marlamin;29341311]This is really great, but visually quite buggy.[/QUOTE] Yeah you have to try and not use too many, or have them at an angle (as I did :v:). Also another thing to note, is you can't have 3 portals, with 2 of them leading to one of them. So you have A, B and C, and when you go into B or C you come out of A, for some reason i couldn't get it to work which was disapointing. You could probably get it to work by turning them on and off. Oh shit I just realised I missed out how to turn them on :v:.
DAMMIT! That kickass remix of the main theme was all part of one great big sound file with all of the dialogue and sound effects going on too (warning, spoilers) [url]http://dl.dropbox.com/u/10001051/portal%202%20music/shoot_the_moon_mix_01.wav[/url]
HERP DERP
Added projected shadows to the map! [img]http://cloud.steampowered.com/ugc/595809294196403057/D71DE7734BC7C80C62E77B474950C42B3CC27A09/[/img] A little hard to see, but they work.
Sorry, you need to Log In to post a reply to this thread.