[QUOTE=GameDev;29386058][img_thumb]http://gyazo.com/815fc4d9b69a2e7c3210028c5dd9df77.png[/img_thumb]
Video and links soon, redoing the rings so they're 32 faces instead of 16.[/QUOTE]
If this is the best anyone has done yet I am disappointed.
Edit: A friend of mine remade the old chamber, video coming tomorrow.
Done: [url]http://jaycee.game-host.org:8000/p2wiki/index.php/Panels#How_to_use_panels[/url]
I tried my best, never used wiki's before. I rewrote a couple of parts to explain a little better (and to pad out the page) and added a link to madk's other panels example.
Hope you like it. :sweatdrop:
Any tutorials on how to make crushers? I'm going to guess they're the same as panels with a trigger_hurt parented to them?
[QUOTE=PieClock;29386708]Any tutorials on how to make crushers? I'm going to guess they're the same as panels with a trigger_hurt parented to them?[/QUOTE]
yeah, follow the same tutorial as panels but, instead of a func_brush use a trigger_hurt
[media]http://www.youtube.com/watch?v=BaPJuVsTAEo[/media]
Particles and Decal didn't show up in the video, but oh well.
Gonna go play RISK, link later.
[QUOTE=Jessecar96;29386745]yeah, follow the same tutorial as panels but, instead of a func_brush use a trigger_hurt[/QUOTE]
Have you got the model name of them? :v:
[QUOTE=PieClock;29386766]Have you got the model name of them? :v:[/QUOTE]
Funnily enough, you just search crusher. It's weird though, they are in a folder called cursher...
-snip-
Mimicking Valve's brushing style on the overgrown aperture maps
[url]http://cloud.steampowered.com/ugc/558654597301543209/454F3E2B24E0EE4141BCD2FABE3408B849A9CFEA/[/url]
Now to put some props in it!
[QUOTE=PieClock;29386766]Have you got the model name of them? :v:[/QUOTE]
yep
models/anim_wp/cursher/crusher.mdl
[code]Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.v
mf: File c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.vmf, l
ine 1: No such file or directory.[/code]
Why is it looking for such file?
[editline]24th April 2011[/editline]
[code]Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_content\ma
psrcdir.vmf: File c:\program files\steam\steamapps\common\alien swarm\sdk_conten
t\mapsrcdir.vmf, line 1: No such file or directory.[/code]
[editline]24th April 2011[/editline]
The bsp doesn't show up. Even with the test map from the OP.
[code]
-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.e
xe" -alldetail -game "c:\program files\steam\steamapps\common\alien swarm\swarm\
" "c:\users\danieru\desktop\mp_test"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Aug 4 2010)
Command line: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.exe"
"-alldetail" "-game" "c:\program files\steam\steamapps\common\alien swarm\swarm
" c:\users\danieru\desktop\mp_test "
usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test
Common options (use -v to see all options):
-v (or -verbose): Turn on verbose output (also shows more command
line options).
-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Finished. Press a key to close.[/code]
:saddowns:
[QUOTE=no-named;29387070][code]Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.v
mf: File c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.vmf, l
ine 1: No such file or directory.[/code]
Why is it looking for such file?
[editline]24th April 2011[/editline]
[code]Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_content\ma
psrcdir.vmf: File c:\program files\steam\steamapps\common\alien swarm\sdk_conten
t\mapsrcdir.vmf, line 1: No such file or directory.[/code]
[editline]24th April 2011[/editline]
The bsp doesn't show up. Even with the test map from the OP.
words,....
:saddowns:[/QUOTE]
Remove -alldetail as said here:
[url]http://jaycee.game-host.org:8000/p2wiki/index.php/Beginners_tutorial#compiling[/url]
Seriously, this is frustrating...
:ninja:
I did... I have no idea why this is happening.
Someone make a puzzle using world portals!
also a tip, uncheck game_exe and change copy File to "C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps"
[QUOTE=Jessecar96;29387598]also a tip, uncheck game_exe and change copy File to "C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps"[/QUOTE]
Still no TestMap.bsp in my Portal 2 maps folder.
[editline]24th April 2011[/editline]
Is the compiler supposed to run as hammer_run_map_launcher.exe?
look for the bsp in where you saved the vmf
Once Valve removes the one env_projectedtexuture limit, Source will FINALLY have proper dynamic lighting. Can't fucking wait. Also, great jobs on the maps guys. Really. I can't wait to see what you bring us in the future
Why does my map always start in fullbright when I have light entities in them?
[QUOTE=GameDev;29386752][media]http://www.youtube.com/watch?v=BaPJuVsTAEo[/media]
Particles and Decal didn't show up in the video, but oh well.
Gonna go play RISK, link later.[/QUOTE]
What program are you using to record? cause the lighting looks weird on the wall.
Also, the diversity vent, I know there is a model of it ingame, cause I saw it a few times. See if you can use that, instead of the one made out of brushes.
[QUOTE=Wootman;29388123]Why does my map always start in fullbright when I have light entities in them?[/QUOTE]
Could be a ton of things. But try loading a pointfile to check you have no leaks and make sure you've removed -alldetail from your compile settings.
[QUOTE=PieClock;29388499]Could be a ton of things. But try loading a pointfile to check you have no leaks and make sure you've removed -alldetail from your compile settings.[/QUOTE]
I have no leaks and -alldetail was already off for me.
[QUOTE=green bandit;29388433]What program are you using to record? cause the lighting looks weird on the wall.
Also, the diversity vent, I know there is a model of it ingame, cause I saw it a few times. See if you can use that, instead of the one made out of brushes.[/QUOTE]
I used source recorder, but save it as a compressed because of my shitty computer and youtube upload times.
[editline]23rd April 2011[/editline]
And I also searched for the props and couldn't find 'em.
What are the names?
I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.
[u]Video:[/u]
[media]http://www.youtube.com/watch?v=1rKy9BICULw[/media]
[u]Images[/u]
[media]http://www.zilefile.com/files/15375_qs3oi/portal2_test-vent0004.jpg[/media]
[media]http://www.zilefile.com/files/15376_0ztpm/portal2_test-vent0005.jpg[/media]
[media]http://www.zilefile.com/files/15377_rdrij/portal2_test-vent0006.jpg[/media]
Still needs work, hopefully I can get it in a state so I can release it.
Reep always delivers boss content
[media]http://www.youtube.com/watch?v=2TqPQ7sh7iQ[/media]
Easy as fuck, but i'm planning on making harder test chambers. :v:
Also if anyone can tell me how i can make the doors "fit" the walls, that would be great.
[QUOTE=reepblue;29388982]I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.
[u]Video:[/u]
[media]http://www.youtube.com/watch?v=1rKy9BICULw[/media]
[u]Images[/u]
[media]http://www.zilefile.com/files/15375_qs3oi/portal2_test-vent0004.jpg[/media]
[media]http://www.zilefile.com/files/15376_0ztpm/portal2_test-vent0005.jpg[/media]
[media]http://www.zilefile.com/files/15377_rdrij/portal2_test-vent0006.jpg[/media]
Still needs work, hopefully I can get it in a state so I can release it.[/QUOTE]
Looks like you outdid me :eng99:
[QUOTE=Dj-J3;29389004]
Also if anyone can tell me how i can make the doors "fit" the walls, that would be great.[/QUOTE]
Put this in Alien Swarm/Bin/Prefabs
[url]http://dl.dropbox.com/u/99604/Mapping/portal_chamber_door.vmf[/url]
Insta-door with surrounding wall.
[QUOTE=GameDev;29389040]Looks like you outdid me :eng99:[/QUOTE]
Heh, sorry. I actually chose to redo that map because people on the video of my Portal 1 version kept commenting asking why Valve did not put it in the game. And again its my old Portal 2 Collab stuff dressed up and re-made. The only thing I redid was the Portaling effect.
It still needs work, Last room is not done, and sadly I ran out of time. Hopefully I can get it fully 100% working.
[QUOTE=reepblue;29388982]I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.
[u]Video:[/u]
[media]http://www.youtube.com/watch?v=1rKy9BICULw[/media]
[u]Images[/u]
-snip-
Still needs work, hopefully I can get it in a state so I can release it.[/QUOTE]
OH THE COLLAB DAYS.
Brings a tear to my eye.
Reminds me of my old diversity vent map. I might remake that into Portal 1.
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