• How to create Portal 2 maps
    3,501 replies, posted
How do I make those small buttons that are on a stand? Like the ones you press E to activate? I know it's a really beginner question, however I just made an actual Portal exit door for the first time so I actually know how to basically use Hammer. [editline]24th April 2011[/editline] I want to test the door :v:
[QUOTE=saddasta;29407008]How do I create the laser redirection cube? Is it an entity or just a weighted_cube with a different model?[/QUOTE] weighted_cube with model set to redirection. [editline]25th April 2011[/editline] [QUOTE=KingKombat;29407028]How do I make those small buttons that are on a stand? Like the ones you press E to activate? I know it's a really beginner question, however I just made an actual Portal exit door for the first time so I actually know how to basically use Hammer. [editline]24th April 2011[/editline] I want to test the door :v:[/QUOTE] prop_button_stand I think... Just search for button in the entity list.
[QUOTE=KingKombat;29407028]How do I make those small buttons that are on a stand? Like the ones you press E to activate? I know it's a really beginner question, however I just made an actual Portal exit door for the first time so I actually know how to basically use Hammer. [editline]24th April 2011[/editline] I want to test the door :v:[/QUOTE] [url]http://p2wiki.jessecar96.net/index.php?title=Buttons_and_switches[/url]
[QUOTE=Zyx;29407077]weighted_cube with model set to redirection.[/QUOTE] I can't find the model. :saddowns:
[QUOTE=saddasta;29407168]I can't find the model. :saddowns:[/QUOTE] Good thing he got it wrong. Turn off SmartEdit on the right, and change CubeType to 2.
[media]http://cloud.steampowered.com/ugc/558654597315758842/80AC9FE5FFD11578E7E1AB0252D0CD5284229A36/?jpg[/media] A working lightscreen! To make one... [release] 1. Open portal 2\portal2\scripts\vscripts\sp_lightboard_icons.txt 2. Copy a block of properties from one of the existing levels and change the numbers/icons to your liking, and name it the same as your map 3. Copy the lightscreen setup from a decompiled map (including trigger_once) 4. Walk into the trigger_once - bam insta-lightscreen [/release]
Or change Type of cube to redirection. (If you want to keep SmartEdit on)
[QUOTE=Smashman;29407248]Good thing he got it wrong. Turn off SmartEdit on the right, and change CubeType to 2.[/QUOTE] The model is still a regular cube, though. neeevermind, found it.
[QUOTE=saddasta;29407168]I can't find the model. :saddowns:[/QUOTE] The weighted cube in the editor doesn't seem to update it's model when you change it's settings to the Pivot Cube, so I just copied one from a Valve map and made a simple prefab. I could upload it if anyone wants.
[QUOTE=saddasta;29407304]The model is still a regular cube, though. neeevermind, found it.[/QUOTE] Just change the CubeType. When you compile it's a Laser Cube. The model doesn't need to change.
[QUOTE=Smashman;29406465]How to make indicator lights. [release] 1. Make any number of info_overlays. Use the material "signage/indicator_lights/indicator_lights_floor" or similar. 2. Name them all the same thing. "exit_lights" or similar. 3. Create a env_texturetoggle, name it texture_toggle, and make the 'Target brushes' or 'targetname' to be the name you chose for your info_overlays. 4. On your exit logic_relay. Or whatever you want really, make an Output 'OnTrigger texture_toggle SetTextureIndex 1' 5. Done! [/release] Simple as that.[/QUOTE] That way works, but the way Valve do it involves prop_indicator_panels and info_overlay_accessors, which looks even simpler, if only we could figure out how it works exactly!
You can change the model that appears in Hammer manually, I haven't figured out a way to tie the type to the hammer model yet :(
[QUOTE=Randdalf;29407477]That way works, but the way Valve do it involves prop_indicator_panels and info_overlay_accessors, which looks even simpler, if only we could figure out how it works exactly![/QUOTE] It's not simpler. It just seems needlessly complex. It's also unworkoutable, thus my way is simplest!
When is the proper SDK tools coming out? (Within days, weeks, months, years?) I think I will make some maps then, I'm new to using SDK and hammer (really really new, I started today), so I'm gonna wait until then.
[QUOTE=omNOMinator;29407559]When is the proper SDK tools coming out? (Within days, weeks, months, years?) I think I will make some maps then, I'm new to using SDK and hammer (really really new, I started today), so I'm gonna wait until then.[/QUOTE] Someone on either here or myAPERTURELabs said they had a source that said June 1st. Granted, that could be completely wrong.
Anyone have a good door prefab?
saddasta, your "structure_seal" didn't fix it, and -alldetail is already disabled.
How do you make a worldportal?
[QUOTE=saddasta;29407613]Anyone have a good door prefab?[/QUOTE] Someone uploaded one earlier in the thread... Which I now cannot find. Sorry!
any news on the official sdk? i cant be bothered to do all that stuff and deal with all the bugs, does anyone know when the official tools are out?
[QUOTE=saddasta;29407613]Anyone have a good door prefab?[/QUOTE] The chamber doors are entities now. Just make a trigger to send a output to open it.
[QUOTE=swampie;29407960]any news on the official sdk? i cant be bothered to do all that stuff and deal with all the bugs, does anyone know when the official tools are out?[/QUOTE] Wasn't it June?
For any other door just create a prop_dynamic and play the animation to open/close it as you wish.
[QUOTE=Fearlezz;29407978]The chamber doors are entities now. Just make a trigger to send a output to open it.[/QUOTE] I know - but the doors clip through the frame, which means I'd have to manually cut out an entrance in a brush. :saddowns:
Will the Portal SDK release allow a simpler programmable map? Like model insertion or panel control? I'm new to using Hammer and using the Alien Swarm release seems to be causing... issues. It seems pretty low-grade, I couldn't imagine this is what Valve is using to design their own maps.
[QUOTE=saddasta;29408320]I know - but the doors clip through the frame, which means I'd have to manually cut out an entrance in a brush. :saddowns:[/QUOTE] [url]http://www.mediafire.com/?8f2h7wed8k4np48[/url] Here is door frame,copied from Valve map.
[QUOTE=saddasta;29408320]I know - but the doors clip through the frame, which means I'd have to manually cut out an entrance in a brush. :saddowns:[/QUOTE] i was wondering about the door frames, i tried clipping them like you would for the original portal but it really doesn't seem the good way to do it [editline]24th April 2011[/editline] [QUOTE=strnadik;29408468][url]http://www.mediafire.com/?8f2h7wed8k4np48[/url] Here is door frame,copied from Valve map.[/QUOTE] that is some really overcomplicated clipping... oh well, i'll just use that template everytime i guess
Wahey! Got faith plates working. Pro tip: You can use trigger_catapult on surfaces you expect to fling out of. Lower and upper threshold seems to be the speed the player needs in order to enable the catapult (in percentage) For example your catapult is set to launch the player at speed: 100. if you set lower threshold to 0.25 and higher threshold to 0.50 that means the player has to go through the trigger between 25 and 50 for it to enable. oh and set 'useThresholdCheck' to 1, you'll have to turn off smart edit and add it manually.
So I found out I could get a list of all outputs/inputs of an entity by using the command ent_info, might delay the release of version 6 of the fgd and add all the inputs/outputs to all entities, including the new ones that are coming with v6. EDIT: thanks ljdp, I'll edit the fgd to take that into consideration. Nevermind, useThresholdCheck is already there. But now we know how to make them darn things work.
I've really hit the wall with this "No Planes" error. Nothing I try works. I'm giving up until June :saddowns:
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