i can't seem to get my gels working in the sdk.
it appears on the floor, and when i go under it i do get gell in my face, but the stream does not show.
i do have light and gels set to yes
[QUOTE=LilRobot;29858295][media]http://www.youtube.com/watch?v=KVHO1wtr-Tk[/media]
The Boss Update.
The part where SHE kills you.
Please note that some of this is still an early beta.[/QUOTE]
looks really cool. I had a same idea but I'm to lazy :v:
I recommend you to add a point_spotlight looks better imo.
[img]http://cloud.steampowered.com/ugc/594685399052527282/DD4A03C49D9444E65D3A89E37F1116E2109F1BF5/?.jpg[/img]
[img]http://cloud.steampowered.com/ugc/594685399052522703/582A5C10263F2ED6D39FE373D5773BCF1748F4C2/?.jpg[/img]
Anybody else got that sound missing from repository stuff when using custom sounds?
[QUOTE=geogzm;29866833]Anybody else got that sound missing from repository stuff when using custom sounds?[/QUOTE]
Put then in your sound\ folder, type in snd_rebuildaudiocache and wait a few minutes.
[img]http://www.1337upload.net/files/75Untitled.png[/img]
how can i make it so the gel will stick to the white surface?
[QUOTE=Not_Yet;29867104]
how can i make it so the gel will stick to the white surface?[/QUOTE]
Map, options , then there should be an option to make goo stick or something (not sure what it's called)
next post has got it
[QUOTE=Not_Yet;29867104][img_thumb]http://www.1337upload.net/files/75Untitled.png[/img_thumb]
how can i make it so the gel will stick to the white surface?[/QUOTE]
Do you have paint enabled in the map properties?
[QUOTE=Not_Yet;29867104][img_thumb]http://www.1337upload.net/files/75Untitled.png[/img_thumb]
how can i make it so the gel will stick to the white surface?[/QUOTE]
i got the exact opposite problem, my stream won't show...
I'm working on a coop map, still very basic and lacking a lot of detail. I started it with the Alien Swarm SDK and now added the coop instances (coop_endlevel_room.vmf).
[URL=http://imgur.com/HW779][IMG]http://i.imgur.com/HW779l.jpg[/IMG][/URL]
[URL=http://imgur.com/JSgg7][IMG]http://i.imgur.com/JSgg7l.jpg[/IMG][/URL]
[URL=http://imgur.com/DjzF0][IMG]http://i.imgur.com/DjzF0l.jpg[/IMG][/URL]
[URL=http://imgur.com/3XFhn][IMG]http://i.imgur.com/3XFhnl.jpg[/IMG][/URL]
If you're curious, you can download the current BSP from here:
[url]http://dl.dropbox.com/u/270758/mp_coop_tisatrap.bsp[/url]
Still have a question about the coop instances. How do you trigger a levelchange or how glados talk from within that particular instance coop_endlevel_room? I've tried setting the variables to a logic_relay, but it doesnt fire... Anyone tried that yet?
[QUOTE=Camdude90;29867230]Map, options , then there should be an option to make goo stick or something (not sure what it's called)
next post has got it[/QUOTE]
[QUOTE=Untouch;29867231]Do you have paint enabled in the map properties?[/QUOTE]
thank you both, works now.
any ideas why it stretches when it splats though?
Started improving my map with instances and such, I'm making it a Wheatley styled chamber, eventually. The water will be replaced with a bottomless pit and I'll add some more Wheatley styled stuff in there too.
[img_thumb]http://cloud.steampowered.com/ugc/577797167796297209/DE17B475842BDAE105A81A7C6E253E63377B0F01/?.jpg[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/577797167796294083/1185F0639B4B94918C48B1974809E3F19A52917B/?.jpg[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/577797167796290906/4CE7CFBC9C29C5156A33CC01A05AE290631CFD00/?.jpg[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/577797167796288032/9439CBA185471522BC388AE9183DA34E27C5C7FF/?.jpg[/img_thumb]
EDIT: I've found a way to make all elevator screens play a video without editing a script. Is there a way to do the same for the test chamber info panel things?
[QUOTE=kukiric;29866871]Put then in your sound\ folder, type in snd_rebuildaudiocache and wait a few minutes.[/QUOTE]
Do I only have to do that once?
[editline]16th May 2011[/editline]
Or do I have to do it for every time I add sounds
[QUOTE=Alz454;29868101]
EDIT: I've found a way to make all elevator screens play a video without editing a script. Is there a way to do the same for the test chamber info panel things?[/QUOTE]
Care to share how, I can't get it working even with the script.
[QUOTE=Ultimatum;29869060]Care to share how, I can't get it working even with the script.[/QUOTE]
Sure.
If you already have an instanced elevator, using the "instances/turbine_elevator/arrival_elevator_logic.vmf" (for the arrival, departure for the other one), it's easy.
All you need to do is add another instance, "instances/transitions/arrival_departure_transition_ents.vmf" then if you go into the instance's properties, there's two variables. $arrival_video and $departure_video. Simply just change this to any video, for example, "media/aperture_logo.bik".
That's it.
[img_thumb]http://imageshack.us/m/88/5508/unledie.png[/img_thumb]
Note that I haven't tried it with any other elevator logic instances, but I assume it works.
Thanks, very helpful.
I havent even figured out thow to add an instance to a map :saddowns:
[QUOTE=Frying Dutchman;29869790]I havent even figured out thow to add an instance to a map :saddowns:[/QUOTE]
[url]http://wiki.p2mods.com/index.php?title=Instances[/url]
Confirmed cores in next set:
-Emotionless Reporter Lady Core
-Meat Core
-Skitzo Core
[QUOTE=ColossalSoft;29870334]Confirmed cores in next set:
[b]-Emotionless Reporter Lady Core[/b]
-Meat Core
-Skitzo Core[/QUOTE]
Rochelle?
I've decided to continue on an old project I worked on for the original Portal, sadly my files got deleted and I've only recently started mapping again.
[media]http://www.youtube.com/watch?v=L9R49MJP-As&feature=channel_video_title[/media]
Here's the old version from Portal 1
[media]http://www.youtube.com/watch?v=DFcVdJbR8MM&feature=channel_video_title[/media]
It's ugly, I know.
[QUOTE=Stimich;29873268]I've decided to continue on an old project I worked on for the original Portal, sadly my files got deleted and I've only recently started mapping again.
[media]http://www.youtube.com/watch?v=L9R49MJP-As&feature=channel_video_title[/media]
Here's the old version from Portal 1
[media]http://www.youtube.com/watch?v=DFcVdJbR8MM&feature=channel_video_title[/media]
It's ugly, I know.[/QUOTE]
how did you even manage that?
ITS ****ING AWASOME!!!
[QUOTE='[CPC] Halvor;29873547']how did you even manage that?
ITS ****ING AWASOME!!![/QUOTE]
Just some fiddling with sv_cheats really, so when you stop or slow down time you could pretty much just put on noclip and cheat your way through v:v:v
In the Portal 2 version I use host_timescale 0.25 and playerspeed modification 4. So in reality you speed up by a lot, but since you're slowing down time you'll be moving at the same speed, just like when time is normal.
I am currently trying to make a trigger slow down only an object inside it, same for the player when you enter another trigger, but for some reason I have yet to make the objects slow down.
In the Portal 1 version it's just phys_timescale 0 and ai_disable. For the walking on water part I created an invisible brush covering the water and when you pause time it enables and you can walk on it.
Is there a way I can make ai_disable work in Portal 2?
Sorry if I don't make any sense. I'm horrible at explaining, and it's really late.
[QUOTE=Stimich;29873677]Just some fiddling with sv_cheats really, so when you stop or slow down time you could pretty much just put on noclip and cheat your way through v:v:v
In the Portal 2 version I use host_timescale 0.25 and playerspeed modification 4. So in reality you speed up by a lot, but since you're slowing down time you'll be moving at the same speed, just like when time is normal.
I am currently trying to make a trigger slow down only an object inside it, same for the player when you enter another trigger, but for some reason I have yet to make the objects slow down.
In the Portal 1 version it's just phys_timescale 0 and ai_disable. For the walking on water part I created an invisible brush covering the water and when you pause time it enables and you can walk on it.
Is there a way I can make ai_disable work in Portal 2?
Sorry if I don't make any sense. I'm horrible at explaining, and it's really late.[/QUOTE]
Take a look at the 'scripts\vscripts' folder, there some scripts in there called portal_slowfield.
I would media tag it, but media tags are being a bitch right now, so I can't..
[img]http://i27.servimg.com/u/f27/11/87/91/70/2011-014.jpg[/img]
Was testing to make P-Body and Atlas pick up turrets. P-Body's is okay, but as for Atlas..
You know the story.
Okay, so we've killed turrets already. What should her second line of defense be? I added shields (thanks ShadowZero for the idea), what else should I add?
More turrets and disable the laser, so players have to think more strategically? What?
[QUOTE=LilRobot;29874694]I would media tag it, but media tags are being a bitch right now, so I can't..
[img_thumb]http://i27.servimg.com/u/f27/11/87/91/70/2011-014.jpg[/img_thumb]
Was testing to make P-Body and Atlas pick up turrets. P-Body's is okay, but as for Atlas..
You know the story.
Okay, so we've killed turrets already. What should her second line of defense be? I added shields (thanks ShadowZero for the idea), what else should I add?
More turrets and disable the laser, so players have to think more strategically? What?[/QUOTE]
Make the floor fall away beneath everything but you and a few other places.
[QUOTE=Stimich;29873677]
I am currently trying to make a trigger slow down only an object inside it.[/QUOTE]
For some reason it decided to work now. I didn't change anything, it just worked. v:v:v
Here is the world portal gun i was toying with
[media]http://www.youtube.com/watch?v=GYZ0w5md4rI[/media]
I was toying with scripting and think functions. Basicly the map is placing the world portals whenever i shoot a portal. If both portals are active then it get's fizzeld so they wont render under the world portal. It's still a bit glitchy but it's a proof of concept. :P Most of my work tends to be proof of concept. Since i am making world portals, it means i can shoot portals through portals. Could lead to some interesting maps if used right.
Honestly in the SDK I have been toying around with Panels, Lights and Gels. The two pics are the results of two basic
maps created in a short timespan. I also made these maps with a broken right wrist. Still no strain :P
[URL=http://imageshack.us/photo/my-images/23/xientec2.jpg/][IMG]http://img23.imageshack.us/img23/8453/xientec2.jpg[/IMG][/URL]
[URL=http://imageshack.us/photo/my-images/41/xientec4.jpg/][IMG]http://img41.imageshack.us/img41/3460/xientec4.jpg[/IMG][/URL]
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