[QUOTE=NanoSquid;29448704]Does anyone have a prefab of a chamber elevator? For both start and finish? That would be an excellent resource to have.[/QUOTE]
"It's extremely complex", that's what I've been hearing in reply to everyone who's asked that so far.
Can somebody take a picture of their default expert 'run map' config
[QUOTE=d3m0l1sh3r;29448404]Yes i know. My mission was recreating E3 map[/QUOTE]
Now I can finally see if my alternate route works!
[media]http://www.youtube.com/watch?v=Adi_XmUhZpo&feature=channel_video_title[/media]
IT WORKS! :toot:
[QUOTE=NanoSquid;29448465][img_thumb]http://cloud.steampowered.com/ugc/594683394364759856/D7B432CD67A626727483287BEE439DAFCD787B23/[/img_thumb]
Am I doin it rite?[/QUOTE]
This is beautiful, but if you're gonna do the plain white above ceiling thing, make the room much higher, or cover it better. Just my opinion. This is startling and doesn't really make sense. It's just not realistic, the plain white I mean, so it needs more cover or more distance from the player. BRILL job though! Looks awesome otherwise!
i can make destroyed maps too ;(
[img]http://filesmelt.com/dl/gel0100142.jpg[/img]
i need to add plants though
[QUOTE=geogzm2;29448840]Can somebody take a picture of their default expert 'run map' config[/QUOTE]
[img]http://oi53.tinypic.com/ngvbjc.jpg[/img]
also:
[img]http://oi53.tinypic.com/fad0gh.jpg[/img]
[img]http://oi53.tinypic.com/2yuad6s.jpg[/img]
[QUOTE=Instant Mix;29447901][b]Can someone please look at this VMF and work out why two lights in the funnel room are out of map?[/b] VBSP keeps on saying they are out of the map. It's the only thing stopping me from FINALLY releasing this goddamn map
[b]Anyone wanting to figure out panels and other shit can also open this and see how i've done things.[/b]
[url=http://dl.dropbox.com/u/888382/p2_funnelpuzzle.vmf]VMF link[/url]
[editline]26th April 2011[/editline]
Look at my vmf , just copy and paste my border.[/QUOTE]
Any takers?
I'm running into a bizarre error. Every map I make crashes the game as soon as it's loaded. To avoid this issue I took one of the playground maps, added a simple entity and compiled it. All this managed to achieve was that the playground map also started crashing the game :/ Another odd thing is that the recompiled map is around 5 times smaller than the original.
The error I get: "
-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.e
xe" -alldetail -game "c:\program files\steam\steamapps\common\alien swarm\swarm"
"c:\documents and settings\wegorz\pulpit\portalmap\portal2map23"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Aug 4 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\alien swarm\swarm\material
s
Loading c:\documents and settings\wegorz\pulpit\portalmap\portal2map23.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (3072.0 512.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (2560.0 1024.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1536.0 1024.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (2560.0 -1024.0 148.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (3072.0 -512.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (1536.0 -1024.0 148.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (512.0 1024.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
near (-512.0 1024.0 148.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 60 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) (3887 bytes)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -480.00, 148.
00)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -480.00, 244.
00)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -480.00, 340.
00)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -288.00, 148.
00)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -288.00, 244.
00)
Static prop models/props/box_dropper.mdl outside the map (1088.00, -288.00, 340.
00)
Static prop models/props_underground/underground_paintdropper.mdl outside the ma
p (256.00, -416.00, 168.00)
Static prop models/props_underground/underground_paintdropper.mdl outside the ma
p (96.00, -416.00, 168.00)
Static prop models/props_underground/underground_paintdropper.mdl outside the ma
p (552.00, -152.00, 296.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 109 texinfos to 29
Reduced 20 texdatas to 12 (556 bytes to 328)
Writing c:\documents and settings\wegorz\pulpit\portalmap\portal2map23.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vvis.e
xe" -radius_override 2500 -game "c:\program files\steam\steamapps\common\alien s
warm\swarm" "c:\documents and settings\wegorz\pulpit\portalmap\portal2map23"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Aug 4 2010)
Vis Radius = 2500.00
2 threads
reading c:\documents and settings\wegorz\pulpit\portalmap\portal2map23.bsp
reading c:\documents and settings\wegorz\pulpit\portalmap\portal2map23.prt
LoadPortals: couldn't read c:\documents and settings\wegorz\pulpit\portalmap\por
tal2map23.prt
Finished. Press a key to close."
Yup I'm a total greenhorn at this :(
EDIT: and to top it off I've got JB in my avatar :(((
Anybody else having my fullbright issue? No matter what I do the map compiles as fullbright, yet other people compile it with lighting. Help!
Have any other e3 maps been recreated? I'm specifically interested in the orange gel/crusher one.
[QUOTE=d3m0l1sh3r;29448150]Well this still WIP and i have some bad problems, also its not full recration cause of puzzle problem
But here is [url]http://www.mediafire.com/?7jjnn5jleiwcta5[/url]
PS: There is also VMF, so you can edit/fix some stuff if you want but dont forget to credit me.
We done here
[media]http://www.youtube.com/watch?v=IUbqkYZbqGA[/media]
[img_thumb]http://img38.imageshack.us/img38/1136/45941425.jpg[/img_thumb]
[img_thumb]http://img829.imageshack.us/img829/8093/64779767.jpg[/img_thumb][/QUOTE]
Did you know there's this texture called nodraw? It's very nice, reduces compile times spectacularly...
It's a very true to the trailer remake, but it's horribly made.
Good job though.
[QUOTE=eel3;29449162]I'm running into a bizarre error. Every map I make crashes the game as soon as it's loaded. To avoid this issue I took one of the playground maps, added a simple entity and compiled it. All this managed to achieve was that the playground map also started crashing the game :/ Another odd thing is that the recompiled map is around 5 times smaller than the original.
The error I get: "
long ass log[/QUOTE]
First, you have a leak fix that by going by using Map>Load Pointfile then sealing the hole with a brush.
Second, don't save your map to c:\documents and settings\wegorz\pulpit\portalmap\ save it to portal 2/portal2/maps instead.
Third, Vrad is off you should turn that on so it doesn't cause lighting errors.
oh joyous fucking day the lights work now
[QUOTE=geogzm2;29449895]oh joyous fucking day the lights work now[/QUOTE]
This made me chuckle. Hehehehehe. Just like that.
Is there a way to make the light brighter which comes from light panels? ([url]http://p2wiki.jessecar96.net/w/Fancy_Lights[/url])
Without the glass_lightcover and just the light texture the brightness is perfect. The lightcover seems to absorb a lot of the light.
[img]http://img19.imageshack.us/img19/4384/2011042600005.jpg[/img]
[img]http://img684.imageshack.us/img684/2549/2011042600006.jpg[/img]
Another question: Can you change the brightness of light textures? Thanks in advance.
[QUOTE=user1220;29449965]Is there a way to make the light brighter which comes from light panels? ([url]http://p2wiki.jessecar96.net/w/Fancy_Lights[/url])
Without the glass_lightcover and just the light texture the brightness is perfect. The lightcover seems to absorb a lot of the light.
[img_thumb]http://img19.imageshack.us/img19/4384/2011042600005.jpg[/img_thumb]
[img_thumb]http://img684.imageshack.us/img684/2549/2011042600006.jpg[/img_thumb]
Another question: Can you change the brightness of light textures? Thanks in advance.[/QUOTE]
Add other lights as well as just the textures. Maybe. I've only been using hammer for a day. :D
[QUOTE=Eric95;29449548]Have any other e3 maps been recreated? I'm specifically interested in the orange gel/crusher one.[/QUOTE]
I'm actually replicating it as we speak. Or trying to :v:
So far so good!
Just one thing though, does anyone know what this light model is called?
[img]http://img14.imageshack.us/img14/6989/ss20110426225524.png[/img]
[QUOTE=armNARMeenayta;29449990]Add other lights as well as just the textures. Maybe. I've only been using hammer for a day. :D[/QUOTE]
I would do that, but I like the features of area lights such as light textures. :D It would be nice if I could use them, since I haven't found another way to use area lights.
Anyone know a way I can make it look like gel its filling a bar of some sorts? (trying out a new possible chamber idea)
[QUOTE=Dj-J3;29450114]I'm actually replicating it as we speak. Or trying to :v:
So far so good!
Just one thing though, does anyone know what this light model is called?
[img_thumb]http://img14.imageshack.us/img14/6989/ss20110426225524.png[/img_thumb][/QUOTE]
Looks more like a texture to be honest.
Kill yourself layla.
Okay, I forgot to disable the shadows for the lightpanels. :D Now it works fine. However, I'm still interested in changing the brightness of light textures...
Edit: Oh, never mind. There are light textures in different brightness levels. :)
Why is layla constantly rating people dumb throughout the thread. Its starting to get annoying.
how do I get plants?
[QUOTE=Neddy;29450318]Anyone know a way I can make it look like gel its filling a bar of some sorts? (trying out a new possible chamber idea)[/QUOTE]
You could have a brush that slowly rises as gel pours in, not sure how you'd get it to sense it though. You can't have the gel fill it up by itself by the way, they lack volume.
[url]http://www.mediafire.com/i/?ajch6bbac4j4l23[/url]
It's starting to have that "creepy endless maze" feeling I was going for.
So far it is 3x3x3 cubes, but I want to extend it to 3x3x3 so there's some space to get lost in, and it really feels like a Cube™.
Still haven't decided if I want the level to include a portal gun or not. And if not, how one would get through the doors. I suppose rising floor tiles would work well for all the side doors, but that still leaves the ceiling ones...
[url]http://www.mediafire.com/file/excotg8ytehyq8c/NEWMAP10.vmf[/url]
[QUOTE=Smasher 006;29450763]You could have a brush that slowly rises as gel pours in, not sure how you'd get it to sense it though. You can't have the gel fill it up by itself by the way, they lack volume.[/QUOTE]
I'll make a custom water material for the gels. Then make it slowly rise. But ye the sense is the problem im having.
[QUOTE=Wootman;29449765]First, you have a leak fix that by going by using Map>Load Pointfile then sealing the hole with a brush.
Second, don't save your map to c:\documents and settings\wegorz\pulpit\portalmap\ save it to portal 2/portal2/maps instead.
Third, Vrad is off you should turn that on so it doesn't cause lighting errors.[/QUOTE]
I figured it could be a leak and put everything in a huge box func_brushed to 'structure_seal' (as described in guide on developer's wiki) but it didn't help. I also tried using the Pointfile tool but to no avail. Should've mentioned it before posting though, sorry.
Still, thanks for the tip 'bout the save directory! It'll save me lot's of hassle.
EDIT: OK. I'm an idiot. How do I change my save directory?
[QUOTE=Dj-J3;29450114]I'm actually replicating it as we speak. Or trying to :v:
So far so good!
Just one thing though, does anyone know what this light model is called?
[img_thumb]http://img14.imageshack.us/img14/6989/ss20110426225524.png[/img_thumb][/QUOTE]
Pretty sure that's a texture.
oh no layla rated dumb
[QUOTE=GameDev;29450922]Pretty sure that's a texture.[/QUOTE]
It was both, actually.
[url]http://p2wiki.jessecar96.net/w/Fancy_Lights[/url] - Posted on the top of this page :v:
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