How do you make those fancy lights? Those behind glass.
[QUOTE=Tovleman;29340870]How do you make those fancy lights? Those behind glass.[/QUOTE]
Would like to know this
[QUOTE=Ha3;29339358]There are other unusual tricks, like [sp]there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one[/sp].[/QUOTE]
This is also done[sp]in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.[/sp]
[QUOTE=Tovleman;29340870]How do you make those fancy lights? Those behind glass.[/QUOTE]
env_projectedtexture
and can someone tell me how to make gels work
[QUOTE=Jessecar96;29340923]env_projectedtexture
and can someone tell me how to make gels work[/QUOTE]
no i think he means the light texture / model , not the light entity
Converting models anxiously :dance:
[QUOTE=Ha3;29339059]Do all these steps:
- 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"
PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect.
Blend: Calling a new animation while another non-idle is still playing[/QUOTE]
I'm either thick as a piece of very thick concrete, or just really, really, dumb. But I can't seem to get it working. Could you maybe create a video tutorial? It would probably take like, 15 minutes to film and create. And it would help me hours of experimenting with the software.
[QUOTE=Instant Mix;29340981]no i think he means the light texture / model , not the light entity[/QUOTE]
oh those, ill make a prefab quick
Whoever made the TF2maps thread with the FGD link, the link is broken.
Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too.
[URL]http://horobox.co.uk/u/icemaz_1303477895.zip[/URL]
Have fun and come up with some nice examples :v:
And have a video of it for good measure :v:
[media]http://youtube.com/watch?v=xKU28WErq2U[/media]
[editline]21st April 2011[/editline]
Still processing though
[QUOTE=Jessecar96;29341013]oh those, ill make a prefab quick[/QUOTE]
thanks , I'd like a copy of that please :)
Here's the lights prefab
[url]http://dl.dropbox.com/u/12438082/portal/lights.vmf[/url]
[QUOTE=boomer678;29340712][img_thumb]http://cloud.steampowered.com/ugc/541766098683073018/471D3A8BF07032D103AB977FFD870E0683E9F692/[/img_thumb]
Got gels working :buddy:[/QUOTE]
How did you get it to work?
[QUOTE=icemaz;29341099]Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too.
[URL]http://horobox.co.uk/u/icemaz_1303506610.zip[/URL]
Have fun and come up with some nice examples :v:
And have a video of it for good measure :v:
[media]http://www.youtube.com/watch?v=xKU28WErq2U[/media]
[editline]21st April 2011[/editline]
Still processing though[/QUOTE]
This is really great, but visually quite buggy. Oh god, there's a TARDIS!
[QUOTE=MasterG;29341190]Rooting around in the files, finding some interesting things....
Turns out ALL of the sound in the opening section was ONE 2 minute 18 sound clip. The music, the container's collisions, wheatley's speech, it was ALL one sound clip.[/QUOTE]
Very efficient, if a bit hard to work with.
Creating maps in portal 2 is very easy... I can't wait for official sdk
[QUOTE=Marlamin;29341311]This is really great, but visually quite buggy.[/QUOTE]
Yeah you have to try and not use too many, or have them at an angle (as I did :v:).
Also another thing to note, is you can't have 3 portals, with 2 of them leading to one of them. So you have A, B and C, and when you go into B or C you come out of A, for some reason i couldn't get it to work which was disapointing. You could probably get it to work by turning them on and off.
Oh shit I just realised I missed out how to turn them on :v:.
HERP DERP
Added projected shadows to the map!
[img]http://cloud.steampowered.com/ugc/595809294196403057/D71DE7734BC7C80C62E77B474950C42B3CC27A09/[/img]
A little hard to see, but they work.
[QUOTE=icemaz;29341354]Yeah you have to try and not use too many, or have them at an angle (as I did :v:).
Also another thing to note, is you can't have 3 portals, with 2 of them leading to one of them. So you have A, B and C, and when you go into B or C you come out of A, for some reason i couldn't get it to work which was disapointing. You could probably get it to work by turning them on and off.
Oh shit I just realised I missed out how to turn them on :v:.[/QUOTE]
Your map just blew my mind, awesome. It's cool to play around with physics playgrounds like this. Let me know if you make any more, please. :3:
[QUOTE=MasterG;29341419]Should make that a bit bigger, Legend. It looks awfully claustraphobic.[/QUOTE]
It'll be bigger eventually. We're just messing about for now.
any gel crash portal 2. Why ???
[QUOTE=Legend286;29341401]Added projected shadows to the map!
[img_thumb]http://cloud.steampowered.com/ugc/595809294196403057/D71DE7734BC7C80C62E77B474950C42B3CC27A09/[/img_thumb]
A little hard to see, but they work.[/QUOTE]
Really? You guys are just gonna stand there and act cool? Even though people have asked how you guys do this?
[QUOTE=Fearlezz;29341756]Really? You guys are just gonna stand there and act cool? Even though people have asked how you guys do this?[/QUOTE]
Hopefully they'll give us the source when it is done
[QUOTE=Fearlezz;29341293]How did you get it to work?[/QUOTE]
Under map properties uncheck smart edit and add a new key called paintinmap and give it a value of 1
[img]http://gyazo.com/250779bce11bb302cc05465ef6ff77ee.png[/img]
[QUOTE=boomer678;29341864]Under map properties uncheck smart edit and add a new key called paintinmap and give it a value of 1
[img_thumb]http://gyazo.com/250779bce11bb302cc05465ef6ff77ee.png[/img_thumb][/QUOTE]
thanks!
Is there an alternative to GCFscape? Mine refuses to open the Portal 2 pak's.
[QUOTE=Tovleman;29342212]Is there an alternative to GCFscape? Mine refuses to open the Portal 2 pak's.[/QUOTE]
If it says about the file being in use, enable volatile file access. And obviously only open Pak01_dir.
[QUOTE=Tovleman;29342212]Is there an alternative to GCFscape? Mine refuses to open the Portal 2 pak's.[/QUOTE]
Are you opening the one without a number at the end?
[QUOTE=no-named;29342231]Are you opening the one without a number at the end?[/QUOTE]
yes ofc.
[editline]21st April 2011[/editline]
The file map is not within mapping bounds. Says my GCFscape.
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