For anyone wondering how to edit textures, someone on another forum I go to posted this:
[quote]
As Valve have updated the VTF spec for portal 2 all editing apps are currently incompatible with the revision (including the photoshop VTF plugin), so we're going to need to make a small change to make it work.
Start off by extrating the textures from the vpk using GCFscape, remember to open pak01_dir.vpk and not any others.
[img_thumb]http://i.imgur.com/G2o6q.png[/img_thumb]
If you're using VTFEdit you'll get the following error.
[img_thumb]http://i.imgur.com/45ScO.png[/img_thumb]
You're going to need to download a hex editor, any one will work but I prefer to use [url=http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download]xvi32[/url]. Extract the editor to where ever you want and open up your extracted texture in it. You'll get something like this.
[img_thumb]http://i.imgur.com/3SU9O.png[/img_thumb]
Look for "05" in the top row, its almost always the 9th byte and I'm yet to find a file where it's not. Change this to 04 and save the file.
[img_thumb]http://i.imgur.com/t3YTP.png[/img_thumb]
Then open up the texture again and it should work. Remember if you're editing the file for use in game, you'll need to revert the byte before loading it into Portal 2
[img_thumb]http://i.imgur.com/Qwrd4.png[/img_thumb]
[/quote]
[media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE]
Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.
[QUOTE=Paulendy;29358643]Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.[/QUOTE]
Guess you are right.
[QUOTE=sparky28000;29358683]Guess you are right.[/QUOTE]
Also make button and cube switching to orange!
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE]
Switch to the new emancipation grid texture maybe.
[QUOTE=d3m0l1sh3r;29358936]Also make button and cube switching to orange![/QUOTE]
I'll be honest I have no idea how.
What fgd are you using, check out the one me and Randdalf made. In the zip there's an example map with all the cube and button types, and they are turning to orange in-game so you can just copy those or look at their properties.
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE]
new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.
[QUOTE=Baboo00;29359051]Switch to the new emancipation grid texture maybe.[/QUOTE]
Done.
[QUOTE=DeanWinchester;29358269]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.[/QUOTE]
I just moved halflife2.fgd to the bin folder in alien swarm.
[QUOTE=erik802;29357625]I completed my first test chamber! :buddy:
[/QUOTE]
Could you share how to make the moving panels shown in your screenshots?
[QUOTE=sparky28000;29359055]I'll be honest I have no idea how.[/QUOTE]
prop_weighted_cube and prop_floor_button
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE]
Looks bloody great. Are you going to make any other Portal 1 maps?
[QUOTE=sparky28000;29358583][media]http://www.youtube.com/watch?v=5H5xx9jZ4Tg[/media] Tell me anything else I need to do?[/QUOTE]
Looks awesome, though this is chamber 09. Not 07.
[img]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img]
[img]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img]
My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?
I remember a long time ago before any trailers, I made this
[media]http://www.youtube.com/watch?v=8vOwMOHx_wI[/media]
Maybe I can do more of these? with the new materials and etc
[QUOTE=Fearlezz;29359475][img_thumb]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img_thumb]
My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?[/QUOTE]
Damn that looks fucking awesome. Nice.
[QUOTE=Jessecar96;29359507]I remember a long time ago before any trailers, I made this
[media]http://www.youtube.com/watch?v=8vOwMOHx_wI[/media]
Maybe I can do more of these? with the new materials and etc[/QUOTE]
100 years later, the entire facility is in ruins.
Yet the elevator seems completely untouched!
:iiam:
[QUOTE=spawn camp3r;29359131]new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.[/QUOTE]
About the new elevators that will require some fixing from my side and I'm not a magician.
[editline]22nd April 2011[/editline]
Okay, looks like I pulled it off. [b]Might contain slight spoiler[/b][media]http://www.youtube.com/watch?v=4hkzk9yQgZY[/media]
Added the new fizzler, The elevator and Re added the observation room.
[QUOTE=sparky28000;29359858]About the new elevators that will require some fixing from my side and I'm not a magician.
[editline]22nd April 2011[/editline]
Okay, looks like I pulled it off. [b]Might contain slight spoiler[/b][media]http://www.youtube.com/watch?v=4hkzk9yQgZY[/media]
Added the new fizzler, The elevator and Re added the observation room.[/QUOTE]
Can you please spill the beans on the elevator? Is that just a pre-fab or something?
[QUOTE=Instant Mix;29360219]Can you please spill the beans on the elevator? Is that just a pre-fab or something?[/QUOTE]
Totally copied from another map. I had to fix the path for the elevator and the open animation.
[QUOTE=boomer678;29360253][hd]http://www.youtube.com/watch?v=hEa7f5LtzBo[/hd][/QUOTE]
Awesome can we get a link?
I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?
[QUOTE=Fearlezz;29359475][img_thumb]http://cloud.steampowered.com/ugc/542891998607503262/1A3807A072AF7A4FC7490E70216EFF6A30A6C3A1/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/542891998607501956/239349B6642DBBEB986F534C42D43B7088C5230D/[/img_thumb]
My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?[/QUOTE]
holy
fucking
shit
how the hell did you make it so much like an actual P2 map?
[QUOTE=Instant Mix;29360532]holy
fucking
shit
how the hell did you make it so much like an actual P2 map?[/QUOTE]
I think it's called copy and paste.
Just having some fun.
[img]http://i.imgur.com/K3vSn.jpg[/img]
By the way, you can make the liquid asbestos things pull instead of push by making the linear force negative.
May I ask what you did to change the direction of the tractor beam? I wanna add that to the fgd.
Nevermind I'm a moron who can't read :v:
[QUOTE=Fatfatfatty;29360378]I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?[/QUOTE]
Ok,
First, make a prop_dynamic with the armliving64x64 or similar model. Place it so that the panel portion of the model correlates with the brush you want to move.
Example:
[img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img3.png[/img]
Make the brush into a func_brush, give it a name, and parent it to the arm model.
In the model browser, look through the different available animations under the sequence tab and find the one you want. Note the name of this sequence.
Example:
[img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img2.png[/img]
Create a logic_auto entity and give it a new output. It should read as: OnMapSpawn , <brush name> , SetParentAttachmentMaintainOffset , panel_attach
Example:
[img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img1.png[/img]
Create a trigger with an output to the arm model to start an animation.
Example:
[img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img4.png[/img]
I'm pretty sure there's more to it (esp. regarding idle positions), but this is what I've grasped so far.
Final result:
[img]http://dl.dropbox.com/u/10116881/images/hammerp2tut/img5.png[/img]
Example vmf: [url=http://dl.dropbox.com/u/10116881/images/hammerp2tut/panelarms.vmf]Download[/url]
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