• So! I'm making a Portal 2 Sandbox map based off an old Gm_Construct
    205 replies, posted
  • [QUOTE=Legend286;35280221]The T-Junction message doesn't have anything to do with func_detail, it's a general error caused by intersecting brushes which can happen to both bsp, and brush entities.[/QUOTE] Wait, are you serious? So basically, that mean I need to clean my brushes up a bit more, and it'll go away?
  • I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before. If anyone can solve this for me, nightly builds for everyone. I'll edit this post in a bit with a video of the bug. Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.
  • If you could throw me a copy, bugs or not, that'd be great. This map looks fun how it is. :v:
  • [QUOTE=Pirate Jesus;35280349]I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before. If anyone can solve this for me, nightly builds for everyone. I'll edit this post in a bit with a video of the bug. Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.[/QUOTE] 6 min? What are you compiling it on, normal? If you are, then that, to me, is good (probably because i have an unoptimized map that takes like an hour to compile with VIS on fast :v:. Better get dem area portals and propper).
  • [QUOTE=paulisdead18;35280711]6 min? What are you compiling it on, normal? If you are, then that, to me, is good (probably because i have an unoptimized map that takes like an hour to compile with VIS on fast :v:. Better get dem area portals and propper).[/QUOTE] I just hit F9 > Ok Whatever the default settings are.. Oh, i think a while back someone told me to compile it with HDR on.. So there's that. Ad as far as i know, there are no area portals in my map.
  • [url]https://developer.valvesoftware.com/wiki/Env_projectedtexture[/url] DO ITS NOW. :D you can do it in the pretty color room. Instead of pretty colors. :) Also, Are you func_detailing your crap? You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. [URL="https://developer.valvesoftware.com/wiki/Visleafs"]https://developer.valvesoftware.com/wiki/Visleafs[/URL] yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" [url]http://www.youtube.com/watch?v=TzUBDMuVQmA[/url]
  • Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster :v:
  • [QUOTE=paulisdead18;35282474]Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster :v:[/QUOTE] If you have a big open space containing several uninterrupted visleafs (visleafs are cut every 1024 units) then using a viscluster will tie them together. This does infact optimize the map (Assumeing they all have similar visibility) since it reducing the leaf number. Leaks take time to process.
  • [QUOTE=mdeceiver79;35282593]If you have a big open space containing several uninterrupted visleafs (visleafs are cut every 1024 units) then using a viscluster will tie them together. This does infact optimize the map (Assumeing they all have similar visibility) since it reducing the leaf number. Leaks take time to process.[/QUOTE] Even better. Guess I AM optimizing.
  • [QUOTE=Stiffy360;35281633][url]https://developer.valvesoftware.com/wiki/Env_projectedtexture[/url] DO ITS NOW. :D you can do it in the pretty color room. Instead of pretty colors. :) Also, Are you func_detailing your crap? You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. [URL="https://developer.valvesoftware.com/wiki/Visleafs"]https://developer.valvesoftware.com/wiki/Visleafs[/URL] yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" [url]http://www.youtube.com/watch?v=TzUBDMuVQmA[/url][/QUOTE] Im func_Detailing anything with an odd shape, or that isnt square.. Thanks for the tip of the func_Viscluster And about the projected texture.. Can you find me a tutorial?
  • [QUOTE=Pirate Jesus;35283086]Im func_Detailing anything with an odd shape, or that isnt square.. Thanks for the tip of the func_Viscluster And about the projected texture.. Can you find me a tutorial?[/QUOTE] [url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.
  • [QUOTE=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype random_mister_blue [editline]24th March 2012[/editline] [QUOTE=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated. [media]http://www.youtube.com/watch?v=nryLO0RWXAk&feature=youtube_gdata[/media]
  • [QUOTE=Pirate Jesus;35283200]No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype random_mister_blue [editline]24th March 2012[/editline] No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated. [media]http://www.youtube.com/watch?v=nryLO0RWXAk&feature=youtube_gdata[/media][/QUOTE] Don't think the limited light bridges are a bug, that's an engine limitation. As for the gel, try using the gel dispenser props and have the gel pour downwards.
  • [QUOTE=vexx21322;35285228]Don't think the limited light bridges are a bug, that's an engine limitation. As for the gel, try using the gel dispenser props and have the gel pour downwards.[/QUOTE] 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=Stiffy360;35283175][url]http://bit.ly/H3uKqp[/url] here is a good one. also be careful what you are func_detailing. You may create leaks.[/QUOTE] [h2]Wow so fucking helpful[/h2]
  • [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 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.
  • 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.
  • 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.
  • [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.