[QUOTE=jlj1;29333278]Won't gels be a nightmare as you don't know how far they will go till you test[/QUOTE]
Hopefully there will be a quick compiler in the new SDK, or maybe you can set trajectories for gels and Aerial Faith Plates?
Seriously, those test chambers with the perfectly alligned plates weren't a coincedence.
[editline]21st April 2011[/editline]
[QUOTE=Fenriswolf;29327010]I hope some very nice custom maps come out, preferably some with more crushers, gel, funnels, bridges, and panels.
Oh god the panels, there was so much potential for absolutely crazy maps with those panels. I hope someone realizes that and makes some really good maps with copious amounts of panels![/QUOTE]
Oh, I will :smug:
[QUOTE=GameDev;29333475]Hopefully there will be a quick compiler in the new SDK, or maybe you can set trajectories for gels and Aerial Faith Plates?
Seriously, those test chambers with the perfectly alligned plates weren't a coincedence.
[/QUOTE]
I was talking about in this
[QUOTE=GameDev;29333475]Hopefully there will be a quick compiler in the new SDK, or maybe you can set trajectories for gels and Aerial Faith Plates?
Seriously, those test chambers with the perfectly alligned plates weren't a coincedence.[/QUOTE]
In the console, in coop sometimes there is a message saying something like "<something> Prediction will fail! Fix this in the map." and the <something> was regarding Faith Plates. Many puzzle elements are embedded into the engine it seems now.
I wouldn't be surprised if the Portal 2 Hammer includes dedicated parabolic projections helper, just like they do with light_spot, ropes and env_projectedtexture dedicated helpers.
[QUOTE=Wormy;29329771]I hope Valve will release the new easier hammer layout when Portal 2 SDK comes.[/QUOTE]
I hope not, I don't want to re-learn the hammer interface.
That was the thing about hammer. If you needed it, it was there. If you couldn't find it right away, then you didn't need it enough :v:
Maybe they'll have a real-time compiled viewport.
[QUOTE=Dachande;29333540]I hope not, I don't want to re-learn the hammer interface.
That was the thing about hammer. If you needed it, it was there. If you couldn't find it right away, then you didn't need it enough :v:
Maybe they'll have a real-time compiled viewport.[/QUOTE]
They're obviously not going to change it all that much that someone needs to relearn stuff. It'll just be more user-friendly.
[img]http://cloud.steampowered.com/ugc/576668995770246361/97EE3801E1CD141A8A7C73142AF3A1B12727A0A0/[/img]
Decided to try porting over a Portal 1 map I made with this method. Works pretty good. However, buildcubemaps in game doesn't work for me, despite my map having like 5 env_cubemap entities.
Also, if someone could make a FGD so we could see the entities in the editor, that'd be great. I have no idea what would go into making it though.
[QUOTE=MasterG;29333838]So... how do you get singleplayer maps to work in co-op? I've seen it done.[/QUOTE]
[url]http://www.facepunch.com/threads/1081219-Portal-2-Singleplayer-maps-in-Co-Op[/url] :buddy:
Panels, here i come!
Anyone got any decompiled p2 maps?
How can I decompile a map it gives an error when I load it in Hammer (Or please explain the fix step in the OP)
Never mind found it. [quote]decompiling maps
1) get [url]http://nuclearvelocity.com/barracuda...downloads.html[/url] and run it on a Portal 2 BSP
2) open the resulting VMF in notepad, and scroll to the bottom, the last entity { ... } definition is usually incomplete (lacks the second curly brace), so delete that from the file (this results in some missing bits in the map but this decompiler isn't finished yet)
3) open in Hammer, enjoy[/quote]
For some reason, not all of my models are showing up.
They appear in the model viewer, but they are blank.
[editline]21st April 2011[/editline]
fixed it i think
didn't run the batch
Finally got my map to compile. Had to start twice because the first time it was telling me there was a leak that wasn't there.
Anyway:
[img]http://cloud.steampowered.com/ugc/541766098678258372/A259B2703FFA3C91E993FDFDEF22FA9DA1B52685/[/img]
Empty at the minute but it's a start. :smile:
Can someone put out a few tutorials, ex. how to use panels?
[QUOTE=Kyo;29333723][img_thumb]http://cloud.steampowered.com/ugc/576668995770246361/97EE3801E1CD141A8A7C73142AF3A1B12727A0A0/[/img_thumb]
Decided to try porting over a Portal 1 map I made with this method. Works pretty good. However, buildcubemaps in game doesn't work for me, despite my map having like 5 env_cubemap entities.
Also, if someone could make a FGD so we could see the entities in the editor, that'd be great. I have no idea what would go into making it though.[/QUOTE]
this is portal 1 map? i cant remember it
None of the entities like the Lazer maker thing and the button are in the maps I decompiled (they're supposed to be there)
what's up?
someone make a map with this
two lazers pointing at each other and a pivot cube in the middle where they meet point in a different direction, what will happen
[QUOTE=Tovleman;29335636]Can someone put out a few tutorials, ex. how to use panels?[/QUOTE]
I'm a little confused, what panels are we talking about?
[editline]21st April 2011[/editline]
[media]http://www.youtube.com/watch?v=Kyc4JK24EuI[/media]
I get it. So why is everyone so excited about these? I don't find them to affect the gameplay, only the visual.
[QUOTE=no-named;29335839]I'm a little confused, what panels are we talking about?
[editline]21st April 2011[/editline]
[media]http://www.youtube.com/watch?v=Kyc4JK24EuI[/media]
I get it. So why is everyone so excited about these? I don't find them to affect the gameplay, only the visual.[/QUOTE]
B..B....But they are so smart.
Whenever I try and use my compiled map, I get a "Map with no Planes" error, any ideas? - Disregard I am derp -
Hey guys, I updated my guide over here [url]http://forums.tf2maps.net/showthread.php?t=16903[/url] (which I suspect this thread was adapted from) with an FGD, which lets you add entities using using the entity tool. It's missing quite a chunk of stuff at the moment (logic_coop_manager, etc.) but it has all the key puzzle elements, including a comprehensive info_paint_sprayer entity.
[QUOTE=Randdalf;29336094]Hey guys, I updated my guide over here [url]http://forums.tf2maps.net/showthread.php?t=16903[/url] (which I suspect this thread was adapted from) with an FGD, which lets you add entities using using the entity tool. It's missing quite a chunk of stuff at the moment (logic_coop_manager, etc.) but it has all the key puzzle elements, including a comprehensive info_paint_sprayer entity.[/QUOTE]
Keep us updated with that FGD, please? :smile:
Could be using some really standard stuff like weapon_portalgun, but it's a start.
[QUOTE=icemaz;29336043]Whenever I try and use my compiled map, I get a "Map with no Planes" error, any ideas? - Disregard I am derp -[/QUOTE]
What is the solution to this?
Anybody have an issue with the portal gun on custom maps?
give_portalgun gives me a portal gun, but it can only spawn blue portals.
[QUOTE=s0beit;29336622]Anybody have an issue with the portal gun on custom maps?
give_portalgun gives me a portal gun, but it can only spawn blue portals.[/QUOTE]
Yeah, I'm pretty sure it requires a different option set its object properties. For my map in the meantime I'm just using sv_cheats 1 then impulse 101
Also does anyone know why my weighted cube spontaneously combusts after I take move it a certain distance away from it's spawn?
[QUOTE=s0beit;29336622]Anybody have an issue with the portal gun on custom maps?
give_portalgun gives me a portal gun, but it can only spawn blue portals.[/QUOTE]
upgrade_portalgun
[QUOTE=d3m0l1sh3r;29335747]this is portal 1 map? i cant remember it[/QUOTE]
It's a custom map I made for Portal 1 that I brought into Portal 2.
what is wrong with my map? It does not want to load in Portal 2. Help?
[media]http://filesmelt.com/dl/wat58.png[/media]
[QUOTE=Tovleman;29336715]what is wrong with my map? It does not want to load in Portal 2. Help?
[media]http://filesmelt.com/dl/wat58.png[/media][/QUOTE]
Might be a leak. Alien Swarm turns all brushes into func_details by default when compiling so put your level in a hollow nodraw box. Make the box a "func_brush" with the name "structure_seal" (without the quotes, obviously), and see if that helps.
Figured out world portals.
[media]http://www.youtube.com/watch?v=hVSngeGFT1c[/media]
Is the 6-entity structure_seal the real way to go with the Alien Swarm SDK?
I'm just sharing what I know for the time being:
----------------------
From my observations, basically the "FindPortalSide" compile error comes with these possibilities:
(1) { ***leaked*** message,
FindPortalSide errors,
NO "Entity <entity> leaked!" message,
NO Pointfile }
--> The 6-entity structure_seal is missing. ( [url]http://developer.valvesoftware.com/wiki/Swarm_Mapping_basics[/url] )
(2) { ***leaked*** message,
FindPortalSide errors,
"Entity <entity> leaked!" message,
Pointfile generated }
--> The -alldetail compile option is missing. Use the Compiler "Expert" mode button and check if "-alldetail" is present in VBSP settings.
If you have removed the "-alldetail" in purpose in hope to avoid world brushes being turned into func_detail, then there is an unknown issue about all this, because no matter if you have the structure_seal 6-entity set up, it doesn't work either.
(3) { VTF errors }
--> You may be using the Left 4 Dead VBSP compiler, or the Orange Box VBSP compiler.
(4) { Invalid commandline parameters, parameter help displayed }
--> If using the Orange Box VBSP (or possible the L4D VBSP), the "-alldetail" is unrecognized and generates a command parameter error.
----------------------
Issues generated by the Alien Swarm SDK:
- It is not possible to make a map that isn't like a Huge Skybox-style of map (?).
- Removing the -alldetail option seems to generate errors caused by anormal compiler behavior (see (2)).
- When trying the Since L4D Authoring Tools VBSP in hope to avoid structure_seal issues, since it doesn't seem to use the same engine errors are generated.
----------------------
I don't know if anyone have found a workaround for all of this (especially if it is possible to compile while avoiding the "structure_seal" stuff it would be interesting).
EDITED: Edited so that it isn't misleading
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