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]
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?
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