• How to create Portal 2 maps
    3,501 replies, posted
[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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