• How to create Portal 2 maps
    3,501 replies, posted
fuck it, that map is toast Now to experiment with arms and plates :science:
[QUOTE=PieClock;29433974]Thanks for this. I was getting quite pissed off trying to work with panels when they didn't look right in hammer.[/QUOTE] So was I. :) However, there still must be another way to get this right. I decompiled some Portal 2 maps and though the panels in those maps look right in Hammer, there aren't any delays set. Unfortunately, I don't understand what they did there at all. I just started learning to create custom maps. But since delays seem to work seamless, I will keep using them for now.
hmmm.... For some reason I can stand on my water and shoot portals on it. I'm using toxicslime_a2_laser_overgoo and I've checked for leaks.
[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] Try using light_spot instead of normal lights
[QUOTE=Jessecar96;29433982] It says -leaked- find out what leaked, go to map -> load pointfile and see where the red line points to[/QUOTE] yea, i saw that and i fixed it, but thats completely unrelated. [QUOTE=LilRobot;29434826]If the lighting in my map doesn't work, I simply use a VRad batch file that is written to light my specific map.[/QUOTE] what? I never said anything about lights not working. Jeez did you guys even read my post?
[QUOTE=crazymonkay;29434613]yea, i saw that and i fixed it, but thats completely unrelated.[/QUOTE] If the lighting in my map doesn't work, I simply use a VRad batch file that is written to light my specific map.
[url]http://p2wiki.jessecar96.net/w/Music[/url] I made a article on how to make music work.
[QUOTE=Wootman;29434852][url]http://p2wiki.jessecar96.net/w/Music[/url] I made a article on how to make music work.[/QUOTE] That's useful, but how do you make music [b]stop[/b]?
What i want to know is how to make the dynamic music they used like when you reach a certain speed
Uh, guys? Probably late, but I just found logic_achievement. [img]http://gyazo.com/1dee66cff432b0ab452686c00373568b.png[/img] Is Valve asking us to make achievement maps?
[QUOTE=GameDev;29434950]Uh, guys? Probably late, but I just found logic_achievement. [img_thumb]http://gyazo.com/1dee66cff432b0ab452686c00373568b.png[/img_thumb] Is Valve asking us to make achievement maps?[/QUOTE] Just a bit
[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. [url]http://www.mediafire.com/file/ngjdv0k4xtkbyfn/NEWMAP6.vmf[/url][/QUOTE] So I managed to get the doors to closed by putting a trigger underneath the spawn that outputs a bunch of Close commands. But it's a temporary solution as there will be quite a lot of doors and it's going to be a pain to assign them all this way. And here is my progress so far. [url]http://www.mediafire.com/file/m67br84lndd8ylv/NEWMAP7.vmf[/url] Screenshot. [url]http://img12.mediafire.com/b09d70fcb17f5dde261b4d6f65267d04996a93341b0328927d79099bf14e10686g.jpg[/url] I'm sure the inspiration is entirely evident already. I have two ideas for what I could turn this into, they are both fairly involved: Concept 1: Easy mode (for me as well as the player) Each room is a mini test chamber, the puzzles are isolated from each other. You have a portal gun and your goal is to get to the edge of the cube and exit the superstructure. Concept 2: Hardcore mode You don't have a portal gun. Instead you get to the doors by climbing ladders. Entering a new room means risking death, so saving your progress will be essential. This mode would be much more involved, featuring a very tense experience and some kind of storyline / progressive revealing of of backstory. It could also turn into some kind of combination of the two, who knows.
[QUOTE=thefrog;29434947]What i want to know is how to make the dynamic music they used like when you reached a certain speed[/QUOTE] If you trigger an ambient_generic from a trigger_catapult it will automatically fade in and out the music as you whizz through the air. This only works for certain sounds though, have a poke through the decompiled maps.
hngg i can't get faith plates to work i used [url]http://p2wiki.jessecar96.net/w/Faith_Plates[/url] but func_instance_io doesn't have proxyrelay1/2/3 etc
nvm, fixed [QUOTE=Kaliber;29435768]hngg i can't get faith plates to work i used [url]http://p2wiki.jessecar96.net/w/Faith_Plates[/url] but func_instance_io doesn't have proxyrelay1/2/3 etc[/QUOTE] Have you tried the prefab?
[QUOTE=cwook;29436110]Okay I posted about this already, but I haven't received a response for it in an hour. 1. Why can I stand on my water? 2. Why can I use portals on it? [/QUOTE] You have to use nodraw for every part of the water except the top part.
yes, it doesn't work even if i put a target, set the direction, all that shit [editline]25th April 2011[/editline] oh wow the damned threshold check was on in the prefab so if i walked onto it it didnt launch me
anyone know why my gel works on the ground and walls, but I cannot see it stuck there?
[QUOTE=mikymikmik;29436567]anyone know why my gel works on the ground and walls, but I cannot see it stuck there?[/QUOTE] Did you add paintinmap 1 to your map properties? Also make sure that your map isn't fullbright, sometimes it causes that problem when it is on fullbright.
Parts of my map randomly show up as blurry when I turn quickly, anyone know what might be wrong? [URL=http://i.imgur.com/85wkS.jpg]Example.[/URL]
[QUOTE=mechanicalocean;29437557]Parts of my map randomly show up as blurry when I turn quickly, anyone know what might be wrong? [URL=http://i.imgur.com/85wkS.jpg]Example.[/URL][/QUOTE] i'm pretty sure that's a leak
[QUOTE=mechanicalocean;29437557]Parts of my map randomly show up as blurry when I turn quickly, anyone know what might be wrong? [URL=http://i.imgur.com/85wkS.jpg]Example.[/URL][/QUOTE] [del]Nodraw texture?[/del] Oh wait, you said when you turn around quickly. Does that mean it can happen anywhere?
[QUOTE=mikymikmik;29437672]i'm pretty sure that's a leak[/QUOTE] It's not, I've already gone around every inch of the thing to ensure all parts were sealed up. [QUOTE=Dj-J3;29437709][del]Nodraw texture?[/del] Oh wait, you said when you turn around quickly. Does that mean it can happen anywhere?[/QUOTE] Used nodraw to build it all, then textured to show as is now. And it happens nearby occasionally, but mostly it's off in the distance.
make a huge hollow brush around the whole thing to be sure it isn't a leak
[QUOTE=mikymikmik;29437835]make a huge hollow brush around the whole thing to be sure it isn't a leak[/QUOTE] Just did so, having the same issue.
[QUOTE=mikymikmik;29437835]make a huge hollow brush around the whole thing to be sure it isn't a leak[/QUOTE] Just to throw it out there, it says in the compile log if there's a leak or not. Red text, can't miss it. Also, for the people who don't know it yet, you can click "Load Pointfile" in the "Map" menu to see where the leak is.
I know this is kind of a nooby question, but we all have to start somewhere right? What x what is the size of portal plates? the plates you shoot portals on seems to be the exact same size in every good map, can somebody tell me the height and width? Thanks :D<3
[QUOTE=Clinexx;29438221]I know this is kind of a nooby question, but we all have to start somewhere right? What x what is the size of portal plates? the plates you shoot portals on seems to be the exact same size in every good map, can somebody tell me the height and width? Thanks :D<3[/QUOTE] [img]http://img820.imageshack.us/img820/7488/ss20110426074238.jpg[/img] This one is 128x128. I'm pretty sure it's the standard size. If you're wondering what that "I" sign is, it's an entity that snaps the portal into place so you don't have to spend time aiming for a perfect portal placement. (It's called info_placement_helper)
I'm getting a few errors. There's no info_player_start model, so it shows up as a big blue ERROR. Also, when I try to launch from hammer, I get an error: Can't find background image 'materials/console/background_menu_widescreen.vtf'
[QUOTE=Dj-J3;29438313][img_thumb]http://img820.imageshack.us/img820/7488/ss20110426074238.jpg[/img_thumb] This one is 128x128. I'm pretty sure it's the standard size. If you're wondering what that "I" sign is, it's an entity that snaps the portal into place so you don't have to spend time aiming for a perfect portal placement. (It's called info_placement_helper)[/QUOTE] what's the name of the target texture?
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