• How to create Portal 2 maps
    3,501 replies, posted
[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] Did you try disabling the treshhold? Helped for me, since it was set to the default (0.15, or whatever) and it didn't count when I just walked onto it.
Does anyone know how to make the fizzler textures line up? I always end up with lines going through them like this: [url]http://i.imgur.com/ZcNHv.png[/url] Using the texture tool to offset them doesn't seem to work, only scaling works.
[QUOTE=acren;29442976]Does anyone know how to make the fizzler textures line up? I always end up with lines going through them like this: [url]http://i.imgur.com/ZcNHv.png[/url] Using the texture tool to offset them doesn't seem to work, only scaling works.[/QUOTE] For some reason looking at the fizzler screen made me think of Super Smash Bros Brawl. No idea on why though.
[QUOTE=Itauske Roken;29443063]For some reason looking at the fizzler screen made me think of Super Smash Bros Brawl. No idea on why though.[/QUOTE] [url]http://images.wikia.com/mcleodgaming/images/a/a4/Super_Smash_Bros_Icon.gif[/url] That's why.
If I make a folder called 'portal2' in the alien swarm texture folder, extract the portal 2 textures there and then search 'portal2' in the texture browser, all portal 2 textures should come up right?
[QUOTE=geogzm2;29443849]If I make a folder called 'portal2' in the alien swarm texture folder, extract the portal 2 textures there and then search 'portal2' in the texture browser, all portal 2 textures should come up right?[/QUOTE] You could just set the filter to "portal2".
Why are my maps fullbright as fuck when I have lights in them, I mean it's like they aren't even there [editline]26th April 2011[/editline] [QUOTE=Dj-J3;29443914]You could just set the filter to "portal2".[/QUOTE] Not working for some reason
Anyone have a functioning elevator prefab? Because I'm working on one and I don't want to make one just to already have another one floating around.
[img_thumb]http://img222.imageshack.us/img222/6889/portal220110426173422.jpg[/img_thumb] Any ideas on what i could add to increase the detailing? I'm aiming for a clean style.
[QUOTE=Dj-J3;29444252][img_thumb]http://img222.imageshack.us/img222/6889/portal220110426173422.jpg[/img_thumb] Any ideas on what i could add to increase the detailing? I'm aiming for a clean style.[/QUOTE] Possibly make it smaller? Add deadly goo? It seems like a very simply shaped room, maybe make the room go round a corner or add another room within this one (maybe a hidden room). Possibly add a camera? Make the floor more various in its texture, rather than one repeating one. The wall light is a bit boring, make it more scattered, and spread out across the room rather than one massive light. Add panels, maybe even moving panels if not just stationary panels with the arms visible. Just some random ideas!
I know I'm gonna sound like a total derpfest for saying this but: can anyone make a simple tutorial on how to make a simple, 4x4 box room for P2 using the AS SDK? I've tried but it's so difficult 3: *waits also to be rated dumb
[img_thumb]http://gyazo.com/51c5890e3780a25319a401a7ccb9545d.png[/img_thumb] Gah, why so fullbright?
[QUOTE=armNARMeenayta;29444456]Add deadly goo?[/QUOTE] What about deadly shredders? :v: [img]http://img830.imageshack.us/img830/3350/ss20110426175402.jpg[/img] [QUOTE=armNARMeenayta;29444456]The wall light is a bit boring, make it more scattered, and spread out across the room rather than one massive light.[/QUOTE] I have several light sources, they're just not visible from that angle. [QUOTE=armNARMeenayta;29444456]Make the floor more various in its texture, rather than one repeating one.[/quote] Sounds like a good idea. [QUOTE=armNARMeenayta;29444456]Add panels, maybe even moving panels if not just stationary panels with the arms visible.[/quote] I'll try. :v:
[QUOTE=Dj-J3;29444507]What about deadly shredders? :v: [img_thumb]http://img830.imageshack.us/img830/3350/ss20110426175402.jpg[/img_thumb] I have several light sources, they're just not visible from that angle. Sounds like a good idea. I'll try. :v:[/QUOTE] It really looks very dark. The maps get lighter and lighter as the tests get newer and newer in Portal 2. But then it is all non-portalable so its unnavoidable. Is there any way that you could add more light portalable walls, but keep the puzzle working using glass between you and them or something. I don't really understand the puzzle.
[img_thumb]http://cloud.steampowered.com/ugc/594683394362108738/BC4572C8D94DCB3547FA54229FCF303DE6DF628B/?jpg[/img_thumb] OH JESUS
[img_thumb]http://cloud.steampowered.com/ugc/595809294270114063/DAE49E509789990039D428444AC4AE0551084FA7/[/img_thumb] Just testing how to make stuff.
[QUOTE=Dj-J3;29438093]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.[/QUOTE] There are no errors whatsoever in my compile log, and it's not making any pointfiles with which to load.
Anybody got a fullbright fix?
[QUOTE=geogzm2;29445430]Anybody got a fullbright fix?[/QUOTE] Could you post the VMF? Maybe you've done something wrong :v:
[QUOTE=Dj-J3;29445547]Could you post the VMF? Maybe you've done something wrong :v:[/QUOTE] [url]http://www.solidfiles.com/d/7450/[/url] I don't know if I messed up anything to do with the editor or not
I get a map with 0 planes error and then it crashes. Any ideas?
Why does my orange gel go invisible? I can slip and slide on it but I can't see it.
[QUOTE=geogzm2;29445620][url]http://www.solidfiles.com/d/7450/[/url] I don't know if I messed up anything to do with the editor or not[/QUOTE] Appears with light for me. I compiled it with a nodraw hollowed out brush around the map and it worked. Must have a leak somewhere. edit : ye you do. fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** Entity light (64.00 -198.56 128.00) leaked!
Anyone else having their hammer taking enormous amount of ram some times? Right now it's taking 970mb
Why don't dev textures work :v:. Work in hammer but then ingame they don't show up.
[QUOTE=Neddy;29445939]Appears with light for me. I compiled it with a nodraw hollowed out brush around the map and it worked. Must have a leak somewhere.[/QUOTE] Odd. What about [url]http://www.solidfiles.com/d/03d52/[/url] this? Projected textures work but other lights don't
[QUOTE=Zyx;29445965]Anyone else having their hammer taking enormous amount of ram some times? Right now it's taking 970mb[/QUOTE] This always happens to me. Hammer is a ram whore.
[QUOTE=geogzm2;29446008]Odd. What about [url]http://www.solidfiles.com/d/03d52/[/url] this? Projected textures work but other lights don't[/QUOTE] [img_thumb]http://cloud.steampowered.com/ugc/595809294272077990/D571447E6A2220B7C88C72461B182CDDCFC36976/[/img_thumb] Appear to work fine for me.
So, uh, could anyone explain to me in the simplest terms possible how to get the models to display in the AS sdk? The model viewer, I mean. I'm a complete newbie at this. :smith:
[media]http://i54.tinypic.com/2z7g1zm.jpg[/media] Something I came up with to test the Portal 2 content. It's not a big deal but it's a start. Also, there's a panel under the cube that comes out, pushing the cube onto the turret.
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