[QUOTE=Cyril;29372655]I created portable sprayers :
[media]http://dl.dropbox.com/u/14515180/portable.jpg[/media]
There is a prefab version if you want to try it:
[url]http://dl.dropbox.com/u/14515180/portable_sprayer.zip[/url][/QUOTE]
That's pretty cool, but the blobs are too big.
Also, make a portable hard light bridge and excursion tunnel, I dare ya :v:
[QUOTE=Wormy;29372183]This might be off-topic but it seems like you are getting to low fps. You might want to change the shader setting in-game to medium.
EDIT: Getting rated dumb just trying to give helpful tips, why am i not surprised.[/QUOTE]
Thats screenshot thing, using the ingame screenshot thing me bob to take them and it makes you lag for like a second when you do. When playing constant 60fps (vsync). And anyway between 30 and 50 isn't low :v:
How do you create proper lightning? If i use those env_projectedtexture things my map stays fullbright O:
My vaguely puzzle like map is almost done. Thank god for that , as one of the few first portal 2 puzzle maps. Video / Screens coming relatively soon
Am I right in saying that it isn't possible to do the playground map in co-op? At the moment I try and "changelevel mp_coop_playground..." while I am the host, and it loads but then it says that he disconnected every time before the map appears. I even start to hear sounds from the map like it does after loading it. "commentary 0" also (just FYI). Here come the dumb rates...
Also, on single player, I ran the map and I get, not just graphical lag, like low FPS, but its like having a bit of a bad connection to a server. The mouse control is jerky. Could just be purely graphical lag, but is there any other explanation?
Is there an ETA/within-the-month speculation on official portal 2 tools release, or should I just use whats detailed in the OP now?
[QUOTE=Bletotum;29373264]Is there an ETA/within-the-month speculation on official portal 2 tools release, or should I just use whats detailed in the OP now?[/QUOTE]
June 1st, from a well-reputed leaker of information.
[editline]23rd April 2011[/editline]
[QUOTE=TheUserNumber1;29373182]How do you create proper lightning? If i use those env_projectedtexture things my map stays fullbright O:[/QUOTE]
You actually need some form of light for it to compile without fullbright, such as a texture with radiosity, an actual light, that sort of thing.
[QUOTE=omNOMinator;29373208]Am I right in saying that it isn't possible to do the playground map in co-op? At the moment I try and "changelevel mp_coop_playground..." while I am the host, and it loads but then it says that he disconnected every time before the map appears. I even start to hear sounds from the map like it does after loading it. "commentary 0" also (just FYI). Here come the dumb rates...
Also, on single player, I ran the map and I get, not just graphical lag, like low FPS, but its like having a bit of a bad connection to a server. The mouse control is jerky. Could just be purely graphical lag, but is there any other explanation?[/QUOTE]
Does your partner in science have a copy of your map?
The OP needs updated a lot. Read through the thread for the best method @belotum
[QUOTE=Fatfatfatty;29373339]Does your partner in science have a copy of your map?[/QUOTE]
Noep. That could be the problemo. I assumed that as I was the host, it was almost like I was the server. Yes I see the problem. Thanks.
[media]http://www.youtube.com/watch?v=IoUw0GQsE1Y[/media]
Playing with panels
Will the consoles have a map editor?
[QUOTE=coolity;29373421]Will the consoles have a map editor?[/QUOTE]
How would that even work? I mean, building hammer into the source engine would be very hard and they would have to re-release the game.
[QUOTE=coolity;29373421]Will the consoles have a map editor?[/QUOTE]
map editors, mods and all other file based magic are basically why the pc is superior
not sure if ps3 will support maps/mods since i have no idea how its steam stuff works
(360 version is an almost definite no though)
-snip- fixed
This is a dumb question , but how do you make the little indicator things that go up and along the walls that glow orange when you press a button?
[editline]23rd April 2011[/editline]
[QUOTE=Joppari;29373713]When I create the panels in my map and press the button, they do the animation but then they go to the animation they were in a few seconds ago. How do I fix this?[/QUOTE]
Depends on the model , but either put "hold animation" on on the panel , or change the default animation [i] just after [/i] playing the animation ; eg. "up_01" as the animation , and "up_01_idle" as the default animation.
[QUOTE=Espio;29373537]map editors, mods and all other file based magic are basically why the pc is superior
not sure if ps3 will support maps/mods since i have no idea how its steam stuff works
(360 version is an almost definite no though)[/QUOTE]
I think someone from valve said the PS3 version could use custom maps at some point.
[QUOTE=coolity;29373421]Will the consoles have a map editor?[/QUOTE]
[url]http://www.moddb.com/games/portal-2/news/portal-2-mods-will-be-cross-platform[/url]
Basicaly the editor will stay on PC, but map could be exported to console.
[QUOTE=Instant Mix;29373716]This is a dumb question , but how do you make the little indicator things that go up and along the walls that glow orange when you press a button?[/QUOTE]
Check the example map I have included in the latest FGD zip.
[QUOTE=Cyril;29373874][url]http://www.moddb.com/games/portal-2/news/portal-2-mods-will-be-cross-platform[/url]
Basicaly the editor will stay on PC, but map could be exported to console.[/QUOTE]
Just like Unreal Tournament 3 for the PS3. It can almost use any mutator/map/models the PC version can.
Tho portal 2 will most likely just support maps.
[img]http://dl.dropbox.com/u/9133125/FGD/2011-04-23_00013.jpg[/img]
At first Science wasn't fun because there weren't enough deaths, then Science invented the portable bouncy laser cubes, deaths happened and fun was had.
So has anyone done a prefab pack yet?
Why do I keep getting this stretched paint?
[media]http://img12.imageshack.us/img12/7417/unleduj.jpg[/media]
Heres my stab at a bottomless pit;
Pretty dark, gotta adjust the lighting
[media]http://gyazo.com/dc781f2b7e7b8786e1c23126ebc7626d.png[/media]
Oh hell Layla is back
[QUOTE=Joppari;29375236]So has anyone done a prefab pack yet?[/QUOTE]
Working on it, still need to do some doors, fix the catapults and create box droppers.
[QUOTE=coolity;29373421]Will the consoles have a map editor?[/QUOTE]What? OH there's always that ingame portal map editor...
:downs:
Can someone drop a vmf with a few panels in it? Im not exactly sure how they work, and I figure just a few examples with a button or two might do me good.
Guys, the SDK hasn't even been released and you're already modding the shit out of the game.
When I grow up I want to be just like you guys.
Oh God... I [B]need[/B] to learn how to map for Portal 1 and 2. [B]Now.[/B] Help?
Here's a better version of the Panels room I did yesterday. Again, pretty dark (I am absolutely crap at lighting, but hey at least it's not fullbright). Now includes test chamber.
[media]http://www.youtube.com/watch?v=2XmcL2Vn2Fw&feature=youtube_gdata[/media]
[QUOTE=Instant Mix;29373716]This is a dumb question , but how do you make the little indicator things that go up and along the walls that glow orange when you press a button?[/QUOTE]
[url]http://developer.valvesoftware.com/wiki/Creating_indicator_lights[/url]
It's the same method for both Portal 1 & Portal 2 so that tutorial should work
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