• How to create Portal 2 maps
    3,501 replies, posted
PM me your vmf.
i wish we had the official tools now, i wont be interested in making maps for portal when it gets released
how do you do the faith plate debug thing? like shown in the dev comentary?
[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] It's okay, i can do it for you. Would you want me to get you a sandwich while you wait, sir?
My playground map has reached Beta 2, and it has been nicknamed mcdonalds playplace. [Media]http://www.youtube.com/watch?v=MfIzUzUdPLE[/media] I got bored and wanted an intro on my map, so I added that as a part of the video while I figure out how to make it a video that overlays the screen.
[QUOTE=DeanWinchester;29409025]PM me your vmf.[/QUOTE] It's not his vmf. I compiled it perfectly first time.
Oh yeah, would it be possible to add my map to the lobby and not have the steam servers reject the lobby map as the real one? O:
I feel generous: [url=http://www.zilefile.com/files/15360_ccopo/portal2tools_prefabs-instances_1.0_4.22.11.7z]Prefabs and Instances[/url] *Its still a WIP tho, this link may be broken and replaced in the future. I was gonna wait till it was done, but I dunno, why not? I already posted them on myApertureLabs. .
[QUOTE=reepblue;29409608]I feel generous: [url=http://www.zilefile.com/files/15360_ccopo/portal2tools_prefabs-instances_1.0_4.22.11.7z]Prefabs and Instances[/url] *Its still a WIP tho, this link may be broken and replaced in the future. I was gonna wait till it was done, but I dunno, why not? I already posted them on myApertureLabs. .[/QUOTE] Nice, thanks.
[QUOTE=reepblue;29409608]I feel generous: [url=http://www.zilefile.com/files/15360_ccopo/portal2tools_prefabs-instances_1.0_4.22.11.7z]Prefabs and Instances[/url] *Its still a WIP tho, this link may be broken and replaced in the future. I was gonna wait till it was done, but I dunno, why not? I already posted them on myApertureLabs. .[/QUOTE] :love: u babe
[QUOTE=LilRobot;29409479]Oh yeah, would it be possible to add my map to the lobby and not have the steam servers reject the lobby map as the real one? O:[/QUOTE] I'm going with no.
I finally found out why the Aerial Faith Plates weren't working, turn off "Use Threshold Check", not on. The fgd has it on by default, that should be fixed on v6 EDIT: Also, if you use an info_target to set the position you want the Aerial Faith Plate to send the player to, you don't have to experiment with angles, etc. It does it automatically.
[QUOTE=DeanWinchester;29409975]I finally found out why the Aerial Faith Plates weren't working, turn off "Use Threshold Check", not on. The fgd has it on by default, that should be fixed on v6 EDIT: Also, if you use an info_target to set the position you want the Aerial Faith Plate to send the player to, you don't have to experiment with angles, etc. It does it automatically.[/QUOTE] Awesome, my experimentation tells me you don't have to use an info_target, you can give it any point entity name.
Is it possible to put these onto the PS3 version yet? I want to map for it but my PC sucks so I'm forced to use the PS3 version.
I've ran into a lighting issue: [img_thumb]http://cloud.steampowered.com/ugc/542891998649470158/F12DDC4F65965A49FE47A5E18B796D1FD00B852F/[/img_thumb][img_thumb]http://cloud.steampowered.com/ugc/542891998649469566/A5F2EEB899FEFB55824DD2B6583CC6B3D5559D3E/[/img_thumb] Basically if you stand in one position, the lighting will be one way, if you stand in another position, it changes. I've tried both light_spot and light. Same thing happens on both. I tried placing lights on different places, still the same. I tried lowering and increasing brightness - and guess what? Same result. Any idea why this happens, and how to solve it?
While adding the env_projectedtexture entity to the portal2.fgd, was looking at how it was done on the orangebox base fgd (made by Valve), found this: [quote]// lightprop("models/editor/spot.mdl") <---- use this once the orientation is [b]unfucked[/b][/quote] :v:
[QUOTE=GameDev;29403410]Didn't someone make a prefab for a co-op spawn?[/QUOTE] Yeah, but it doesn't work. The droppers don't open when the players spawn.
[QUOTE=madk;29410485]Yeah, but it doesn't work. The droppers don't open when the players spawn.[/QUOTE] Maybe add a logic_auto with an output OnMapSpawn that plays the opening animation, then a trigger on the floor that plays the closing animation when the players touch it?
[QUOTE=DeanWinchester;29410524]Maybe add a logic_auto with an output OnMapSpawn that plays the opening animation, then a trigger on the floor that plays the closing animation when the players touch it?[/QUOTE] I've gone so far as to eliminate all inputs to the model to close it (retaining the input that opens it when the player hits a trigger located at the tube's exit) and also tried just opening the thing a few seconds after OnMapSpawn once the prefab has done its stuff but nothing seems to work.
[QUOTE=madk;29410653]I've gone so far as to eliminate all inputs to the model to close it (retaining the input that opens it when the player hits a trigger located at the tube's exit) and also tried just opening the thing a few seconds after OnMapSpawn once the prefab has done its stuff but nothing seems to work.[/QUOTE] Do you mean that the animation doesn't play?
Wait - did Valve use HDR on any of the maps? I can't recall them doing so.
[QUOTE=saddasta;29410749]Wait - did Valve use HDR on any of the maps? I can't recall them doing so.[/QUOTE] Why wouldn't they?
[QUOTE=DeEz;29410768]Why wouldn't they?[/QUOTE] I dunno. I just realized I don't remember any moment where HDR was there.
[QUOTE=saddasta;29410749]Wait - did Valve use HDR on any of the maps? I can't recall them doing so.[/QUOTE] They did, but it wasn't overdone like gmod maps are.
[QUOTE=saddasta;29410829]I dunno. I just realized I don't remember any moment where HDR was there.[/QUOTE] Anyway, about your issue - I had a similar problem and apparently it was texture related (something about textures ending with _vertex screwing lighting up completely). I'd suggest just try changing everything and hopefully manage to pinpoint what causes it, if it's really an issue. Going out on a whim - cubemaps?
[media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:
[QUOTE=Dj-J3;29411062][media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:[/QUOTE] I really like these aesthetically pleasing maps.
[QUOTE=Dj-J3;29411062][media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:[/QUOTE] It's a pretty fine map. However, I'd wish people would stop posting videos where they solve the puzzle, :v: Also, I think the map doesn't use portals enough. I mean, there's only one portal placement during the entire map. I know it's a WIP, just saying.
[QUOTE=Dj-J3;29411062][media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:[/QUOTE] You should make the room a bit brighter and maybe change the shape of the room up, it's just a big square.
Anyone got any good test chamber designs? I wanna make something, but I can never come up with ideas
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