• How to create Portal 2 maps
    3,501 replies, posted
I have a bold request, that I'm almost certain will not get granted. But I started learning hammer yesterday, and am really enjoying it. I'm getting quite far with it actually and am slowly chugging along and learning stuff. What would REALLY help me learn would be if a reasonably pro mapper took this map that I made, my first Portal 2 map, that is atm very bare, not particularly interesting, and quite boring, and so very nicely added nicer lighting, just some things to make it look a bit nicer, maybe a spawn room and a door, a camera, you get the gist, then upload it again here for me to take a look at. Also, if you could tell me what I could have done different when making what I have so far. This would really help me, just so I can see what changes you decided to make, and how you made them in the hammer file. [url]http://www.megaupload.com/?d=P70YHEDZ[/url] Yes it's optimistic, but if anyone is in a good mood and feels like being nice to a fellow mapper, please help me out here. It won't take long!
Does anyone know the attachment for the crusher, so I can attach a TRIGGER_HURT to it?
Can someone make a VMF out of a chamber door correctly placed into a wall with all the vertex job done, etc?
[QUOTE=omNOMinator;29430586]I have a bold request, that I'm almost certain will not get granted. But I started learning hammer yesterday, and am really enjoying it. I'm getting quite far with it actually and am slowly chugging along and learning stuff. What would REALLY help me learn would be if a reasonably pro mapper took this map that I made, my first Portal 2 map, that is atm very bare, not particularly interesting, and quite boring, and so very nicely added nicer lighting, just some things to make it look a bit nicer, maybe a spawn room and a door, a camera, you get the gist, then upload it again here for me to take a look at. Also, if you could tell me what I could have done different when making what I have so far. This would really help me, just so I can see what changes you decided to make, and how you made them in the hammer file. [url]http://www.megaupload.com/?d=P70YHEDZ[/url] Yes it's optimistic, but if anyone is in a good mood and feels like being nice to a fellow mapper, please help me out here. It won't take long![/QUOTE] Post some screenshots so I can see if I'm up for it. [editline]26th April 2011[/editline] [QUOTE=gsp1995;29431032]Can someone make a VMF out of a chamber door correctly placed into a wall with all the vertex job done, etc?[/QUOTE] Once again I link this: [url]http://dl.dropbox.com/u/99604/Mapping/portal_chamber_door.vmf[/url] Place in bin/prefabs
Why is my prop_testchamber_door all fucked up? It won't let me add open or close in the I/O
[QUOTE=PieClock;29431065]Post some screenshots so I can see if I'm up for it.[/QUOTE] See my steam profile for screens [url]http://steamcommunity.com/id/omNOMinator/screenshot/596935194157207668?tab=public[/url] The chamber serves no purpose, just a mapping test. I just want to see how you would improve lighting, and make it less boring, and simple things like where you would chose to put nodraw textures and that, so I can learn how to do this for myself. The screenshots show a later version of it with (attempted) panels but they don't work :3 The map I uploaded has no panels.
[QUOTE=omNOMinator;29431495]See my steam profile for screens [url]http://steamcommunity.com/id/omNOMinator/screenshot/596935194157207668?tab=public[/url] The chamber serves no purpose, just a mapping test. I just want to see how you would improve lighting, and make it less boring, and simple things like where you would chose to put nodraw textures and that, so I can learn how to do this for myself. The screenshots show a later version of it with (attempted) panels but they don't work :3 The map I uploaded has no panels.[/QUOTE] Yeah, I can do something if you wait till tomorrow. I guess you want to keep the moon thing?
[QUOTE=GameDev;29431195]Why is my prop_testchamber_door all fucked up? It won't let me add open or close in the I/O[/QUOTE] Make sure you have the latest FGD, the older ones dont have open or close
What logic entity should I be using to make it so that you need to have two floor buttons pressed in order for a normal button to function?
Hi, While playing around with panels, I ran into a little issue. I managed to find a solution, but it is not really that good, so I wonder if someone knows a better way to solve my problem. I made a panel using the following steps: - I created a prop_dynamic, set the World Model to "armliving64x64.mdl" and aligned it. - I made a button and added two "SetAnimation" outputs with the parameters "makeramp_03open" when pressed and "makeramp_03close" when unpressed. - Because the arm entity was in "BindPose" when the map was run, which is very different from the start of the animation, I made a logic_auto entity with a "SetAnimation" output "OnMapSpawn", changing the animation to "makeramp_03open_idle". At this point, the arm worked fine. - I used the method which had been written in this thread to create a surface for the panel: [QUOTE=Ha3;29339059] - Make sure your prop_dynamic is in BindPose animation for calibration - Pre-parent your brush to the arm prop_dynamic - Create a logic_relay or a logic_auto that, when activated, does the following ONCE: Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"[/QUOTE] Though all of this worked fine ingame, it looked a bit strange in Hammer. Since the "BindPose" ist different from the start of the arm animation I used, surface and arm are not diplayed at their real - or final position in the editor: [img]http://img3.imageshack.us/img3/9840/2011042600002.jpg[/img] [img]http://img192.imageshack.us/img192/9256/2011042600001.jpg[/img] [img]http://img651.imageshack.us/img651/6394/platform.jpg[/img] I know that I can change the animation of the arm in the editor in the Model tab of the entity. The surface, however, remains at the same false position. I found, that the surface is actually attached to the arm (panel_attach) right when the Map is run (OnMapSpawn), thus when the arm entity is in "BindPose". That's why you have to align the surface with the model set to BindPose. Then I thought that if the arm entity was changed from "BindPose" to the final state of the actual animation [b]before[/b] the panel is attached, and after that the animation was set to the beginning, it would look right both in the editor and in the game. It turned out that I was right. As I said, the solution I've come up with is not really elegant. I just used one logic_auto entity to do all this and set a different delay for each step so that they're executed in the right order. [img]http://img831.imageshack.us/img831/7097/logicn.jpg[/img] The result: [img]http://img808.imageshack.us/img808/387/pf1c.jpg[/img] [img]http://img832.imageshack.us/img832/3325/2011042600004.jpg[/img] [img]http://img839.imageshack.us/img839/1594/2011042600003.jpg[/img] Now, obviously delays are not a good solution for this. There's got to be another way. Do you have an idea how this could be done? Maybe by using logic_relays? Thanks in advance!
Delays are what I've been using when I want to get around that problem.
Anyone know why my gels still aren't showing up? I'm on the v6 FGD. I tried using the wiki's "allow paint in map" set to "1" and then tried "yes", both didn't work. tried "allowpaintinmap","paintinmap", both with "yes" and "1". What's the correct way?
[QUOTE=madk;29431984]Delays are what I've been using when I want to get around that problem.[/QUOTE] Thanks for your reply. I guess if there are no reasons against using delays, I will use them. A different solution would be interesting, though.
[QUOTE=GameDev;29432277]Anyone know why my gels still aren't showing up? I'm on the v6 FGD. I tried using the wiki's "allow paint in map" set to "1" and then tried "yes", both didn't work. tried "allowpaintinmap","paintinmap", both with "yes" and "1". What's the correct way?[/QUOTE] Make sure you're not compiling with -alldetail on.
[QUOTE=Kyo;29432457]Make sure you're not compiling with -alldetail on.[/QUOTE] -alldetail is not on.
Has someone created Old Aperture prefabs yet?
[QUOTE=GameDev;29432277]Anyone know why my gels still aren't showing up? I'm on the v6 FGD. I tried using the wiki's "allow paint in map" set to "1" and then tried "yes", both didn't work. tried "allowpaintinmap","paintinmap", both with "yes" and "1". What's the correct way?[/QUOTE] Add maxblobcount and set it to 250
[QUOTE=Wootman;29432611]Add maxblobcount and set it to 250[/QUOTE] That's also there. My water is also not working either and I'm using "toxicslime_a2_laser_over_goo"
[QUOTE=GameDev;29432649]That's also there. My water is also not working either and I'm using "toxicslime_a2_laser_over_goo"[/QUOTE] Check if there is a leak
[QUOTE=Wootman;29432671]Check if there is a leak[/QUOTE] It turns out that the info_paint_sprayer was actually partially in a brush. I moved it out and it leaked. That probably fixed it, mostly because it was a leak and it's taking longer to compile right now v:v:v
Also did the wiki just break?
Can somebody help me with the linked_portal_door? Please? :c
Just kidding, paint and water still aren't working :smithicide:
Is the Alien Swarm SDK, "Currently Unavailable" for anyone else? I tried the usual methods but it doesn't work.
..Now my map is compiling full bright when theres lights. I'm obviously doing it wrong
[QUOTE=GameDev;29433465]..Now my map is compiling full bright when [b]they'res[/b] lights. I'm obviously doing it wrong[/QUOTE] :psyboom: Check for leaks, make sure you [b]don't[/b] listen to the idiots suggesting using structure_seal / -alldetail.
I'm having a problem with the fizzlers. whenever i make one and compile my log looks like this: [code]4 threads reading c:\program files (x86)\steam\steamapps\kaskjs\maps\portal 2\test.bsp reading c:\program files (x86)\steam\steamapps\kaskjs\maps\portal 2\test.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\kaskjs\maps\portal 2\test.prt materialPath: c:\program files (x86)\steam\steamapps\common\alien swarm\swarm\materials Loading C:\Program Files (x86)\Steam\SteamApps\kaskjs\Maps\Portal 2\test.vmf [b]unrecognized conditional test SonyPS3?$outputintensity in effects/fizzler unrecognized conditional test srgb_pc?$outputintensity in effects/fizzler unrecognized conditional test !srgb_pc?$outputintensity in effects/fizzler[/b] fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** Entity func_clip_vphysics (1664.00 512.00 -508.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 226 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (69481 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 217 texinfos to 163 Reduced 30 texdatas to 28 (836 bytes to 778) Writing C:\Program Files (x86)\Steam\SteamApps\kaskjs\Maps\Portal 2\test.bsp 1 second elapsed[/code] I honestly have no clue...
[QUOTE=Legend286;29433586]:psyboom: Check for leaks, make sure you [b]don't[/b] listen to the idiots suggesting using structure_seal / -alldetail.[/QUOTE] When I remove the structure_seal it won't compile, and I don't have -alldetail on :byodood: oh fuck i didn't remove it for fast compile im dumb im dumb [editline]25th April 2011[/editline] Still full bright, gel doesn't work, and what the hell is wrong with this water [img]http://gyazo.com/c1fc5844e47d9e9143ff8aa7bcc133f3.png[/img] Ugliest map known to history.
[QUOTE=user1220;29431909]stuff about panels[/QUOTE] Thanks for this. I was getting quite pissed off trying to work with panels when they didn't look right in hammer.
[QUOTE=GameDev;29433828]When I remove the structure_seal it won't compile, and I don't have -alldetail on :byodood: oh fuck i didn't remove it for fast compile im dumb im dumb [editline]25th April 2011[/editline] Still full bright, gel doesn't work, and what the hell is wrong with this water [img_thumb]http://gyazo.com/c1fc5844e47d9e9143ff8aa7bcc133f3.png[/img_thumb] Ugliest map known to history.[/QUOTE] post your compile log [editline]25th April 2011[/editline] [QUOTE=crazymonkay;29433731]I'm having a problem with the fizzlers. whenever i make one and compile my log looks like this: -log- I honestly have no clue...[/QUOTE] It says -leaked- find out what leaked, go to map -> load pointfile and see where the red line points to
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