• How to create Portal 2 maps
    3,501 replies, posted
Cave Johnson here! [img]http://i27.servimg.com/u/f27/11/87/91/70/2011-013.jpg[/img] I present to you the Core Defense Turret! Useful for any military-grade purpose!
[QUOTE=Papaswurst;29838457]hey guys, i create with a friend a coop map but when we try to play it some errors appear in the console : Host Console Commands ] changelevel mp_coop_1 ---- Host_Changelevel ---- CMaterial::PrecacheVars: error loading vmt file for models/maps/mp_coop_lobby_2/simpleworldmodel Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' exec: couldn't exec skill1.cfg Executing listen server config file exec: couldn't exec listenserver.cfg exec: couldn't exec skill1.cfg ==== calling mapspawn.nut Commentary: Could not find commentary data file 'maps/mp_coop_1_commentary.txt'. Portal 2 Coop Map: mp_coop_1 Players: 2 (0 bots) / 2 humans Build: 4560 Server Number: 2 No pure server whitelist. sv_pure = 0 SignalXWriteOpportunity(3) SignalXWriteOpportunity(3) ==== calling mapspawn.nut Weapon_portalgun has no owner when trying to upgrade! Receiving uncompressed update from server Weapon_portalgun has no owner when trying to upgrade! -> Reservation cookie 0: reason netsupport Dropped P-Body from server (Disconnect by user.) Dropped PapasWurst from server (Server shutting down) Terminate 110000101fd4340 Destroyed NS_SERVER connection to 110000101fd4340 And console commands from my friend : Portal 2 Coop Map: mp_coop_1 Players: 2 (0 bots) / 2 humans Build: 4560 Server Number: 2 Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' Failed, using default cubemap 'engine/defaultcubemap' SignalXWriteOpportunity(3) No pure server whitelist. sv_pure = 0 Your .dll [bin\client.dll] differs from the server's. ==== calling mapspawn.nut Receiving uncompressed update from server Received connection fail for user 11000010468322a Timeout Destroyed NS_CLIENT connection to 11000010468322a Attempted to send 54 bytes on unknown steam socket address 0.0.0.1:1 Server shutting down Attempted to send 33 bytes on unknown steam socket address 0.0.0.1:1 Can someone help me? Thank You[/QUOTE] can someone help me out with this situation?
Can you use two Box dropper instances in the same map? I'm using two, not even the same filename and the first one messes up the second on and makes it not work properly ):<
Instances are silly, I just go to the source of the instance and copy over what I need so there is no scripting and such.
[QUOTE=bigbadrick;29836291]Ive yet to find a good vocoder or nyquist prompt that makes it sound electronic well.[/QUOTE] Take a look at Melodyn. [url]http://www.youtube.com/watch?v=1oQn66gvwKA[/url] You don't have to make a glados voice, you can use it to make your 'own' robotic voice too.
[QUOTE=Jetamo;29845468]Vietnam one would sound like Bill, Companion Core would just sit there and be quiet, Cleaning Core would either sound like a really depressed person or Yanny the Yanitor from that Dexter's Lab one, Core Management Core could possibly sound like a Civil PRotection HL2 cop, manager would sound all "man in a suit" like. :V[/QUOTE] Cleaning and Companion Cores are in a map I'm helping with. Core Management and Core Management Manager Cores are in something else entirely. Bill Core doesn't have a home yet.
[QUOTE=bigbadrick;29848702]Instances are silly, I just go to the source of the instance and copy over what I need so there is no scripting and such.[/QUOTE] Instances were designed so you would not have to go the source and copy and paste and redo inputs and outputs and such.
Why won't my ambient_generic work? Can't find sound in disk repository or something...it's a .wav...
Are there any triggers that you can activate by placing a portal somewhere?
[QUOTE=Camdude90;29822254]Why does this happen? It started after I moved in the GCF's into the alien swarm folder to map through that but it still happens in the official sdk and in all other source sdks. I have verified and re downloaded all of them and no difference. Yellow is where the brush should be. [img_thumb]http://filesmelt.com/dl/why20.png[/img_thumb][/QUOTE] [url]http://developer.valvesoftware.com/wiki/Resetting_Hammer_preferences[/url]
[QUOTE=RJK 616;29849649]Are there any triggers that you can activate by placing a portal somewhere?[/QUOTE] func_portal_detector brush.
[QUOTE=LilRobot;29849916]func_portal_detector brush.[/QUOTE] Oh derp how did i not see that, mucho gracias :D Edit: Argh hammer hates me, the input i need to activate with it doesn't appear in the list but it does appear in the normal trigger Dx
Does the "point to..." option not work for anyone else?
[QUOTE=ljdp;29849162]Instances were designed so you would not have to go the source and copy and paste and redo inputs and outputs and such.[/QUOTE] That would be great and all if you could edit them live too.
[QUOTE=bigbadrick;29850149]That would be great and all if you could edit them live too.[/QUOTE] Isn't that what the edit instance option is for? Or am i mis-understanding you
[QUOTE=bigbadrick;29850149]That would be great and all if you could edit them live too.[/QUOTE] You can, just double click them and press the 'edit instance' button. You get to edit them in a nice clean vmf. Press save and all your instances update live!
I am assuming you can't use sourcemods to essentially create a portal mod and just stick all the maps etc in there so it's separated off like how it's done in portal prelude so... Has anyone announced plans for a l4d addon type system for maps?
[QUOTE=ljdp;29850201]You can, just double click them and press the 'edit instance' button. You get to edit them in a nice clean vmf. Press save and [B][I]all[/I][/B] your instances update live![/QUOTE] And therein lies an issue, such as if you want to different instances to have to different texture.
During my messing around with world portals and crap, I managed to make thermal beams unable to go through portals.
[QUOTE=Super_Nova;29847544]Someone probably feels like a jerk now haha.[/QUOTE] I don't feel like a jerk. I went off the assumption that he was not deaf, and I was proven wrong.
[QUOTE=howling techie;29850840]And therein lies an issue, such as if you want to different instances to have to different texture.[/QUOTE] That's not the purpose of an instance. If you want a different texture just save it as a different instance. Really, if you find you want to change your own instances a lot, you should only be instancing the 'core' function, for example just the door prop and it's entities needed for it to function, then you build your customization around that. If you find you want to change the skin on the door model then set it up as a parameter, you can then set unique skin on every instance.
How do you even place an instance in a map? Do you just copy/paste it over?
[QUOTE=redBadger;29851299]How do you even place an instance in a map? Do you just copy/paste it over?[/QUOTE] All your questions are answered here [url]http://wiki.p2mods.com/index.php?title=Instances[/url] It should really be copied over the VDC. Might do it later.
Finished a map, it's the first I've ever actually finished in Hammer (not the first I've worked on, though). I'm really just posting it so I can get criticism on how to do better at mapping. It's a Diversity Vent map, it's a bit more than just removing turrets, though. [url]http://cloud.steampowered.com/ugc/596937197724262109/DED5CF399A9E974EAFD7119624D225B7B4417111/[/url] Overview of the map. [url]http://cloud.steampowered.com/ugc/596937197724268769/70CD3D41773DA2C6EF30FCE6A447FD8A30E28D8C/[/url] This panel might not work all the time, I'm not sure what the cause is, but restarting the map normally fixes it. Pre-Post Edit: Fixed this, apparently, never mind. Important Bug: For whatever reason, I can never make the final jump at the end the first time, but I can make it fine anytime after that. Not sure why this happens, but just try it again and you should make it. Download (Sound Fixed): [url]http://www.mediafire.com/?89io1i4wdgsga2f[/url] So, uh, tell me if it's good or bad (probably the latter) but more importantly why. [editline][/editline] Can someone tell me how to thumbnail images? I tried using the [img_thumb] tags but those apparently don't work.
Made a Sandbox map, the panels at the back are toggle-able! y/n? [img]http://cloud.steampowered.com/ugc/596937197724484192/5CB92CB20B490B931E69AE1C916EA0E9F10B5EA2/[/img]
[media]http://www.youtube.com/watch?v=-gAjoTOhEvE[/media] Kinda trying to recreate the Vaccuum + Walltiles effect from the trailers to escape a BTS situation. Still looks crap looks wise but functional imo
[QUOTE=RJK 616;29847244]Actually i am. Edit: Are all the door instances bugged? I can't pass through any of them as they all have a wall built into them >_<[/QUOTE] Same thing happens to me too. [editline]15th May 2011[/editline] [QUOTE=redBadger;29851299]How do you even place an instance in a map? Do you just copy/paste it over?[/QUOTE] make a func_instance, and in the VMF filename browse for a instance
[img]http://www.majhost.com/gallery/Colossal/Art/Portal2/sticky.png[/img] Ewwww... Sticky.
Anyone know the name of the particle effect i should use for my vaccuum? The one with dust getting sucked upwards
[QUOTE=LilRobot;29844808]Use an env_projectedtexture.[/QUOTE] Could you explain this? I'm not finding any useful info about doing that on google.
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