[QUOTE=ljdp;29935816]Seems the buggyness with world portals is down to how many are active at the same time and whether you have multicore on. Try making it so they are only active when you are about to walk through them.[/QUOTE]
I can't turn any of them off or it breaks the illusion. Multicore was off.
In that video it's mainly due to the fact world portals are at 45 degrees, so before I go through it the players head sort of pops through first and sees the otherside :v:
[QUOTE=icemaz;29936399]I can't turn any of them off or it breaks the illusion. Multicore was off.
In that video it's mainly due to the fact world portals are at 45 degrees, so before I go through it the players head sort of pops through first and sees the otherside :v:[/QUOTE]
You mean you've got nothing behind each portal? You could create the whole room as one, then copy and paste, then rotate it and have it portal into that new room, so when the portal is off the illusion isn't broken.
'Antimatter One' Map is completed for the moment guise, first go at introducing a new puzzle concept (that i know of)
It was a little ambitious for me as i've been mapping a little under 2 weeks, so anythings worth a try :)
[img]http://cloud.steampowered.com/ugc/596937916963470778/700E28A60FFE5FEEFFA185DDDDAB9A8DD535332C/[/img]
[img]http://cloud.steampowered.com/ugc/596937916963471885/35ADAF5844BD5816FFDB59F8B8377FA4C114F807/[/img]
[img]http://cloud.steampowered.com/ugc/596937916963473098/5E9B1B4837189BFA56ECDE423C85AB455F31F7AA/[/img]
Download if interested: [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=465[/url]
Edit: Sorry if the images are a little big, and yes i know the lasers need to have a backplate and a few stuff is mis-aligned, that is on the to-do list for tomorrow 3:
[media]http://www.youtube.com/watch?v=u0YzodCqDGY[/media]
Update on my map, took me long enough, been studying for Final Exams, been a long week. Almost done :D
How do I add videos to the screens like at the beginning of each map in SP?
Went back to the old Alien Swarm SDK method since my Portal 2 SDK is completely broken and won't reinstall itself.
[img]http://cloud.steampowered.com/ugc/577797618543242968/228F119179F83884468658763A206F8073EA8676/[/img]
[img]http://cloud.steampowered.com/ugc/577797618543244873/62651373F7629E52D6D91CA1A1AB5DA1B36084B9/[/img]
How do I actually get the wall lights to emit light? They just sit there and look like they have SelfIllumination on without actually lighting the room at all. I'm using one of the cool light instances that came with the SDK.
snip-
Re-creation progress:
Main room:
[img]http://gyazo.com/ca0f8897964c453986934761a7f90c17.png[/img]
2nd room:
[img]http://gyazo.com/59489f182462d586f2d714f6a50cec10.png[/img]
Work from my map..
[url]http://imgur.com/a/h3GPv[/url]
Is there any documentation for the squirrel scripts?
[editline]20th May 2011[/editline]
Didn't find any Portal 2 specific documentation but there's a far few of the methods/functions at [url]http://developer.valvesoftware.com/wiki/L4D2_Vscripts[/url]
[img_thumb]http://cloud.steampowered.com/ugc/594686117152143881/FA03B9E531AB9C0880FCF87632D03DC2429F8BC8/[/img_thumb]
I can't seem to get the distances right; the trailer has everything closer. Some of the textures in the video are not aligned edge-to-edge (some end midway on the brush) and I don't know what scale they are using. So far, I've been measuring by matching textures/models to the trailer and counting tiles. So, they match in number of tiles, but that's it.
I don't even launch as high as the doomed subject...bah.
[QUOTE=Rand0mNumber;29942691][img_thumb]http://cloud.steampowered.com/ugc/594686117152143881/FA03B9E531AB9C0880FCF87632D03DC2429F8BC8/[/img_thumb]
I can't seem to get the distances right; the trailer has everything closer. Some of the textures in the video are not aligned edge-to-edge (some end midway on the brush) and I don't know what scale they are using. So far, I've been measuring by matching textures/models to the trailer and counting tiles. So, they match in number of tiles, but that's it.
I don't even launch as high as the doomed subject...bah.[/QUOTE]
The FOV in the video could of been different, so it appears closer in the trailer.
[QUOTE=ljdp;29937006]You mean you've got nothing behind each portal? You could create the whole room as one, then copy and paste, then rotate it and have it portal into that new room, so when the portal is off the illusion isn't broken.[/QUOTE]
Yeah but thats expensive compared to having each quater seperate. I'll consider it for final.
[QUOTE=Smasher 006;29931590]Aligning textures and Cubemaps are entirely different things. Aligning textures means making all the texture be in line with each other, so no metal panels sliced in two or different brushes having the textures in different places.
For cubemaps just add env_cubemap's arond about 64 units off the ground, then type 'buildcubemaps' in the console.[/QUOTE]
Thanks!
[QUOTE=d3m0l1sh3r;29944128]WiP
[img_thumb]http://imageshack.us/m/802/7615/turret.jpg[/img_thumb]
[/QUOTE]
Looks great but oh god I swear I can see a man in a green robe in the top right kneeling down
[QUOTE=J4censolo;29945341]Looks great but oh god I swear I can see a man in a green robe in the top right kneeling down[/QUOTE]What? I don't see it.
[img]http://filesmelt.com/dl/bushman.PNG[/img]
Assassino :tinfoil:
[QUOTE=J4censolo;29945758][img_thumb]http://filesmelt.com/dl/bushman.PNG[/img_thumb][/QUOTE]
what has been seen can not be unseen.
[QUOTE=spawn camp3r;29945919]what has been seen can not be unseen.[/QUOTE]Still just looks like a bunch of leaves to me.
[QUOTE=Jimbomcb;29942251]Is there any documentation for the squirrel scripts?
[editline]20th May 2011[/editline]
Didn't find any Portal 2 specific documentation but there's a far few of the methods/functions at [URL]http://developer.valvesoftware.com/wiki/L4D2_Vscripts[/URL][/QUOTE]
Load up the the auth tools and run the game in tools mode. After you load up a map just use the script_help command and it will give you a list of functions you can use. I should add them to the wiki at some point.
Edit: I added the function list to the wiki as well. I just copy and pasted it from the console screen.
[QUOTE=toxicspill3457;29946216]Still just looks like a bunch of leaves to me.[/QUOTE]
Get the hair out of your eyes Bieber
What are you smoking guys? Its just a leaves!
One Question how can i create a bridge which break, when i fall on it?
Doesn't func_breakable have a break on touch flag?
Alternatively you could just use a trigger_once so when you reach the center of the bridge it breaks all around you instead of touching the very edge of it and having it all collapse.
[img]http://img718.imageshack.us/img718/6894/2011052000004.jpg[/img]
Here's the room you're starting in.
I'll add a picture of the other room too as soon as I'm done with the lightning and such.
The falling cube is just for show.
How do you use point_changelevel
[QUOTE=geogzm2;29948612]How do you use point_changelevel[/QUOTE]
Instead of asking 3 times and waiting for a response, you probably could have solved it by toying with it more. All you have to do is make a trigger point to the point_changelevel and give it a level to change to. Pretty simple.
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