• How to create Portal 2 maps
    3,501 replies, posted
"Could not load library matchmaking" HALP
How do I get nice lighting like you guys?
Yes, what do you use to get the lighting for destroyed ceilings? Is there a white skybox or do you guys use a light texture?
[QUOTE=Jimbojib;29427711]How do I get nice lighting like you guys?[/QUOTE] Holes in walls to the outside, or office windows generally (just an observation). Aussi btw: I fixed my retarded expert compile settings because I'm awesome, so now I can compile my Portal 2 maps yet again! YAY!
Yes, but what entities.
Its the env_projectedtexture entity
Thanks [editline]25th April 2011[/editline] Also my maps are fullbright, even with lights and mat_fullbright 0
[QUOTE=omNOMinator;29427738] Aussi btw: I fixed my retarded expert compile settings because I'm awesome, so now I can compile my Portal 2 maps yet again! YAY![/QUOTE] Please do tell :allears:
[QUOTE=Fearlezz;29427861]Its the env_projectedtexture entity[/QUOTE] But what texture do you use for the background, the white part?
[QUOTE=NanoSquid;29428131]But what texture do you use for the background, the white part?[/QUOTE] Use a skybox, and set the map skybox texture to sky_white
[QUOTE=Fearlezz;29428227]Use a skybox, and set the map skybox texture to sky_white[/QUOTE] Thanks, are there any ideal settings for the env_projectedtexture?
[QUOTE=Untouch;29427342]Is there anything I'm missing when trying to run Co-op maps? Me and my friend had the map, same version but changelevel (map) would make the person who wasn't the server op timeout. The map worked fine.[/QUOTE] The other person doesn't have the bsp in their portal2\maps folder
i want edit a map coop of portal 2 and when i start the map in the game, the game exit and it give me a error "numareportal portalnum". I test the map without edit but the game crach. Can you help me? I am spanish, excuse me by my english
[QUOTE=omNOMinator;29427705]"Could not load library matchmaking" HALP[/QUOTE] Portal 2 doesn't like being run from the AS sdk. Run Portal 2 separately and console "map [your map here]". Following that you may need to console "give_portalgun" and then "upgrade_portalgun".
[QUOTE=Fearlezz;29425694]Some more work. Can I get some good feedback? What else can I do to improve this? [img_thumb]http://cloud.steampowered.com/ugc/542891998663900036/107AA5373480B723AEEEE6D47E55084F32278303/?jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542891998663898662/B9A3354DA801CB33F204049139C053EC60AD4825/?jpg[/img_thumb] Also, does anyone know why the water isnt showing up? It did at one point, not sure what I did to make it become all white[/QUOTE] The roof is all wrong imo. Look at how Valve do their roofs in the game, there is usually a layer of derstroyed panels, a TON of vine props, a layer of the destroyed ceiling prop if you're feeling nice, and then some of the large destroyed props up top. Put a few pipes in for good measure as well and you're golden.
[QUOTE=Randdalf;29428343]The roof is all wrong imo. Look at how Valve do their roofs in the game, there is usually a layer of derstroyed panels, a TON of vine props, a layer of the destroyed ceiling prop if you're feeling nice, and then some of the large destroyed props up top. Put a few pipes in for good measure as well and you're golden.[/QUOTE] Yeah the layer of destroyed panels I am aware of, but I cant find any good frame models, are they made out of brushes in valves maps?
Or use the white skybox and add some fog, then set the light_environment as you wish.
FOR ALL WONDERING: "WHAT IS THE EASIEST WAY OF COMPILING MY PORTAL 2 MAPS?" Here is the most reliable way I have found so far, although I can't get it to auto-open Portal 2 successfully because I'm dumb. Under Hammer>Options>Build Programs set 'Place compiled maps here' to "$SteamUserDir\portal 2\portal2\maps" Set your 'default' expert compile settings as shown here: [url]http://developer.valvesoftware.com/wiki/Talk:Hammer_Run_Map_Expert[/url] Untick the $game_exe box, so it doesn't try to run Portal 2. If it tries it just gets the error "Could not load library matchmaking". And then you have to restart hammer. Tick the box 'Wait for keypress when done compiling' just for convenience. Run Portal 2 and type map [map file name here] in console. Feel free to disagree but please explain why also, and don't just rate it late I know it's not at all new information. Could someone update the wiki as it's quite unclear/wrong IMO.
Greetings, forum! I am completely new to mapping, and in need of some basic help. I have set up a test chamber door with a walk-in trigger box which surrounds the door to open it. It works well, except it seems to trigger while the level is loading, leaving all my doors open until I walk into the triggers and out again, which closes them. Should I attach my .vmf? Thank you for your time, eviloatmeal
[QUOTE=eviloatmeal;29428923]Greetings, forum! I am completely new to mapping, and in need of some basic help. I have set up a test chamber door with a walk-in trigger box which surrounds the door to open it. It works well, except it seems to trigger while the level is loading, leaving all my doors open until I walk into the triggers and out again, which closes them. Should I attach my .vmf? Thank you for your time, eviloatmeal[/QUOTE] Happy 1st post!
For those who can't bother: Portal 2 maps decompiled - [url]http://dl.dropbox.com/u/9133125/FGD/P2_Decompiled.zip[/url] Portal 1 maps decompiled - [url]http://dl.dropbox.com/u/9133125/FGD/P_Decompiled.zip[/url] Portal 1 maps are missing models, etc obviously, uploaded just in case someone wants to make some kind of "port" to Portal 2.
[QUOTE=omNOMinator;29428912]FOR ALL WONDERING: "WHAT IS THE EASIEST WAY OF COMPILING MY PORTAL 2 MAPS?" Here is the most reliable way I have found so far, although I can't get it to auto-open Portal 2 successfully because I'm dumb. Under Hammer>Options>Build Programs set 'Place compiled maps here' to "$SteamUserDir\portal 2\portal2\maps" Set your 'default' expert compile settings as shown here: [url]http://developer.valvesoftware.com/wiki/Talk:Hammer_Run_Map_Expert[/url] Untick the $game_exe box, so it doesn't try to run Portal 2. If it tries it just gets the error "Could not load library matchmaking". And then you have to restart hammer. Tick the box 'Wait for keypress when done compiling' just for convenience. Run Portal 2 and type map [map file name here] in console. Feel free to disagree but please explain why also, and don't just rate it late I know it's not at all new information. Could someone update the wiki as it's quite unclear/wrong IMO.[/QUOTE] I never had the "Could not load library matchmaking" error. You probably left both the game executable directory and game directory default. Change the game executable directory to $SteamUserDir\portal 2 and game directory to $SteamUserDir\portal 2\portal2 you should also disable the swarm.fgd. After you do that copy: alien swarm\platform\materials\editor alien swarm\platform\materials\editor\models\editor alien swarm\platform\models\editor to portal 2\portal2\materials\editor portal 2\portal2\materials\editor\models\editor portal 2\portal2\models\editor Just make the folders if they are not there.
[QUOTE=DeanWinchester;29429045]For those who can't bother: Portal 2 maps decompiled - [url]http://dl.dropbox.com/u/9133125/FGD/P2_Decompiled.zip[/url] Portal 1 maps decompiled - [url]http://dl.dropbox.com/u/9133125/FGD/P_Decompiled.zip[/url] Portal 1 maps are missing models, etc obviously, uploaded just in case someone wants to make some kind of "port" to Portal 2.[/QUOTE] Portal 1 maps kinda have to be remade from scratch, IMO.
[QUOTE=eviloatmeal;29428923]Greetings, forum! I am completely new to mapping, and in need of some basic help. I have set up a test chamber door with a walk-in trigger box which surrounds the door to open it. It works well, except it seems to trigger while the level is loading, leaving all my doors open until I walk into the triggers and out again, which closes them. Should I attach my .vmf? Thank you for your time, eviloatmeal[/QUOTE] A friendly tip: Don't sign your posts, we don't like that around here. About your problem: .vmf sure would be nice.
No problem. [url]http://www.mediafire.com/file/ngjdv0k4xtkbyfn/NEWMAP6.vmf[/url]
I updated the mapping wiki I added how to run Portal 2 from the swarm sdk and removed the useless "Starting Mapping" section.
[QUOTE=Fearlezz;29425694]Some more work. Can I get some good feedback? What else can I do to improve this? [img_thumb]http://cloud.steampowered.com/ugc/542891998663900036/107AA5373480B723AEEEE6D47E55084F32278303/?jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542891998663898662/B9A3354DA801CB33F204049139C053EC60AD4825/?jpg[/img_thumb] Also, does anyone know why the water isnt showing up? It did at one point, not sure what I did to make it become all white[/QUOTE] I love you
[QUOTE=Wootman;29429077]I never had the "Could not load library matchmaking" error. You probably left both the game executable directory and game directory default. Change the game executable directory to $SteamUserDir\portal 2 and game directory to $SteamUserDir\portal 2\portal2 you should also disable the swarm.fgd. After you do that copy: alien swarm\platform\materials\editor alien swarm\platform\materials\editor\models\editor alien swarm\platform\models\editor to portal 2\portal2\materials\editor portal 2\portal2\materials\editor\models\editor portal 2\portal2\models\editor Just make the folders if they are not there.[/QUOTE] YES thanks! This is brilliant... but still not perfect :/ I do this and it's fine, but then it gets as far as launching the map, and says "STEAM validation rejected." And sends me to the main menu. But then I just do "map <mapname>" manually and it works.
Is the thread on TF2 Maps the most up-to-date guide on getting the SDK working? OP should really update his post.
[QUOTE=omNOMinator;29429766]YES thanks! This is brilliant... but still not perfect :/ I do this and it's fine, but then it gets as far as launching the map, and says "STEAM validation rejected." And sends me to the main menu. But then I just do "map <mapname>" manually and it works.[/QUOTE] Add +sv_lan 1 to the end of game_exe
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