What instance should I use so you spawn on an elevator. I tried one, but I just ended up at the bottom of a shaft. I used no clip, and discovered the instance must not of actually had an elevator at all.
[QUOTE=turk645;29877265]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.[/QUOTE]
I'm curious how you're moving them about, SetOrigin and SetAngles don't seem to move them.
Nevermind, you can parent to a brush and move that around.
I can't really think of a way to articulate this in Google, how do I get rid of this grid thing?
[img]http://imageshack.us/m/835/7981/gridseverywhere.png[/img]
[QUOTE=Ninjarooster;29878720]I can't really think of a way to articulate this in Google, how do I get rid of this grid thing?
[img_thumb]http://imageshack.us/m/835/7981/gridseverywhere.png[/img_thumb][/QUOTE]
up in the top toolbar there is a toggle 3d grid button it looks like a grid with the word 3D on it
Thank god, a valve employee is helping me with custom soundscripts. Maybe now I can get those custom voice actors in-game!
Is the particle browser broken?
[QUOTE=layla;29878580]I'm curious how you're moving them about, SetOrigin and SetAngles don't seem to move them.
Nevermind, you can parent to a brush and move that around.[/QUOTE]
World portals cant be moved while active. The think script closes and reopens the world portal as it moves so it can update the position. :P the boarder to the world portal is actually parented to the portal itself and not the other way around.
[QUOTE=turk645;29879152]World portals cant be moved while active. The think script closes and reopens the world portal as it moves so it can update the position. :P the boarder to the world portal is actually parented to the portal itself and not the other way around.[/QUOTE]
alternatively you can place an ingame portal that is really huge but i'm pretty sure that makes the size apply to all portals so basically you would have to have it in a map where you don't have a portal gun and make sure to set it back to normal after you pass it. because ingame portals can move
Last question for the day I promise.
[img]http://imageshack.us/m/840/7370/2011051600002i.jpg[/img]
What are the things on the sides called? Are they props or what?
[QUOTE=Ninjarooster;29879907]Last question for the day I promise.
[img_thumb]http://imageshack.us/m/840/7370/2011051600002i.jpg[/img_thumb]
What are the things on the sides called? Are they props or what?[/QUOTE]
It's 1 prop, search for "portal emitter" or "emitter" in the model browser filter.
[QUOTE=Gabe Newell;29879233]alternatively you can place an ingame portal that is really huge but i'm pretty sure that makes the size apply to all portals so basically you would have to have it in a map where you don't have a portal gun and make sure to set it back to normal after you pass it. because ingame portals can move[/QUOTE]
only downside to resized portals is that the particle is still the same size so you have a large portal but a small oval particle in the middle.
[QUOTE=VaSTinY;29880043]It's 1 prop, search for "portal emitter" or "emitter" in the model browser filter.[/QUOTE]
I love you.
-snip- worked it out
So here is a small start on a map I'm making, its not the best, but so far Ive gotten good comments on it from friends. Suggestions welcomed. Sorry for no sound, the announcer talks and the aperture bells play.
[media]http://www.youtube.com/watch?v=l1x6dQ5FKik[/media]
Planned:
-Disable camera.(forgot too)
-Custom Sounds.
-Make Sign have numbers and stuff.
-Make the wake up seamless.(There is a slight jump, not too noticeable(I hope))
What's wrong with my lightning?
[URL=http://imageshack.us/photo/my-images/600/portal22011051710560233.png/][IMG]http://img600.imageshack.us/img600/8608/portal22011051710560233.png[/IMG][/URL]
Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
it's too dark :~)
That ligh_spot is strong enough to be visible on the point that it's directed, but there seems to be no light reflected from the ground.
Can anyone help me out with this error?
[img]http://gyazo.com/c9e76a83f5d72d5c953fd7e1fe94f38d.png[/img]
Anyone know how to set up a checkpoint in coop, I mean like an area where once its triggered it sets it as the new respawn so you don't always have to die and spawn at the starting area in the map.
[QUOTE=Getro;29882869]What's wrong with my lightning?
[URL=http://imageshack.us/photo/my-images/600/portal22011051710560233.png/][img_thumb]http://img600.imageshack.us/img600/8608/portal22011051710560233.png[/img_thumb][/URL]
Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL][/QUOTE]
What's the name of the pedestal prop? I've looked for it everywhere :(
[QUOTE=Randdalf;29884358]What's the name of the pedestal prop? I've looked for it everywhere :([/QUOTE]
You mean the prop that holds the portal gun? it's pedestal_center_reference i think.
Does anyone know the name of the particle system the Vents use to show suction? I'm having a hard time making my vent look obvious without it
Edit: Found it, but how do i make it stay in place rather then rotate to face me
How do I use a point_changelevel?
Do anybody else rage when trying to make the test_door fit to the wall?
[QUOTE=kimr120;29886453]Do anybody else rage when trying to make the test_door fit to the wall?[/QUOTE]Just use the prefab... :v:
[editline]17th May 2011[/editline]
How do you make those death pits you can fall into? Is it hard?
[QUOTE=Zovox;29886741]Just use the prefab... :v:
[editline]17th May 2011[/editline]
How do you make those death pits you can fall into? Is it hard?[/QUOTE]
Shedders? I don't think its hard at all, you need the model and a trigger_hurt, and maybe a func_rotating too...
[QUOTE='[CPC] Halvor;29886792']Shedders? I don't think its hard at all, you need the model and a trigger_hurt, and maybe a func_rotating too...[/QUOTE]
No I ment those "huge rooms" that is foggy and has all those walls with arms and shit on them that you die if you fall into.
[QUOTE=Zovox;29886969]No I ment those "huge rooms" that is foggy and has all those walls with arms and shit on them that you die if you fall into.[/QUOTE]
You go the crash-hungry way and make a box around your map large enough to be encased in fog or you go the optimized way and make some skyboxes with the sky_fog skybox that take up space below whereever.
Are there any reflective textures that reflect the world i can use? I tried to use a water texture for a mirror but i guess they don't render correctly on the Y axis, and Goo seems to be the only texture i can get to work and that doesn't really suit a glass surface >_<
[QUOTE=Zovox;29886969]No I ment those "huge rooms" that is foggy and has all those walls with arms and shit on them that you die if you fall into.[/QUOTE]
They're not that hard to make. At the area you want the large "bottomless" pit, just create a fairly large room going down, but not too big so that it causes compiling times to take forever. Then the easiest way to do it would be to add the instance "instances/global_ents.vmf" then with a logic_auto add an output: OnMapSpawn <whatever you set the 'fixup' name to>-environment_act4_01 Trigger 0.00.
This will make it have the blue fog.
To make it fade out when you fall in it, near the top make a trigger_multiple, and an env_fade. Call the fade whatever but set it's duration to 1. Then in the trigger_multiple, add an output: OnStartTouch <fade> Fade 0.00.
Then somewhere below that, add a trigger_hurt with damage set to 500 and the type to 'FALL'.
You could either create the large rooms with the arms on them, or take them from one of Valve's maps.
EDIT: I forgot to mention that you should texture the inside of the room with "tools/toolsblack_noportal_skybox", or some other black skybox texture.
Hope this helps.
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