Okay guys, thanks to Tribeat, my repulsion gel now have working panels!
It still WIP
But here is link [url]http://www.mediafire.com/file/aqm1w42jfzeewg5/sp_e3_repgel_wip.bsp[/url]
PS: Now im gonna make another good map that was removed from final
Initially I was using someone's prefabs for the nice lights, but after using them for a while I found significant problems with them.
Made my own, feel free to use.
Screenshot: [url]http://i.imgur.com/AwDOU.jpg[/url]
Download: [url]http://www.mediafire.com/?7mhs7lfryl94pdd[/url]
[QUOTE=brendanmint1;29455090]Guys, anyone else get the videos to work In-Game? I got one of them to work, the other one doesn't,
Vid: [URL="http://%3Ca%20href=%22http://www.livestream.com/brendanmint/video?clipId=pla_da42f66c-ed33-4b18-af00-781ed8d15a50&utm_source=lslibrary&utm_medium=ui-thumb%22%20target=%22_blank%22%3Ehttp://www.livestream.com/brendanmint/video?clipId=pla_da42f66c-ed33-4b18-af00-781ed8d15a50&utm_source=lslibrary&utm_medium=ui-thumb%3C/a%3E"][/URL][URL]http://www.livestream.com/brendanmint/video?clipId=pla_da42f66c-ed33-4b18-af00-781ed8d15a50&utm_source=lslibrary&utm_medium=ui-thumb[/URL]
sorry for it not being Youtube if that's a problem.[/QUOTE]
dunno if allready answered, but try moving the panel with the movie on a but out, it looks like it's overlapping with something :)
How can I block some areas from the 'env_portal_laser' laser? What I mean is that I want to make the arm of a panel block the access to the 'prop_laser_catcher'. I tried my luck with the 'clip_texture' but it didn't work.
Any ideas?
Hi, I have a strange problem concerning light panels...
My light panels were working fine, until I made some changes to the map. Now they're disappearing at certain angles. Here's a video: [url]http://www.youtube.com/watch?v=NoWckPK-D6s[/url]
I mostly added some brushes, but the problem remained after I had removed them again. Maybe I have changed something else, I don't remember. Making new panels didn't change anything either.
I'd be deeply grateful if someone could help me with that, I've been trying to solve this problem for hours, adding and removing brushes as well as texturing them differently. Thanks!
Edit: Apparently it has to do with the place in which the panels are. If I shift it up a little bit holding the alt key, the panels will no longer disappear. I get some artifacts around the corners, however. But strange, it worked before in that position...
[QUOTE=eel3;29465476]How can I block some areas from the 'env_portal_laser' laser? What I mean is that I want to make the arm of a panel block the access to the 'prop_laser_catcher'. I tried my luck with the 'clip_texture' but it didn't work.
Any ideas?[/QUOTE]
Have you tried the texture "invisible"?
[QUOTE=acren;29465766]Have you tried the texture "invisible"?[/QUOTE]
goes right through :/
I'm probably just a dumbass but I can't seem to extract the pak01_dir.vpk. I extracted it and nothing happened.
Sorry if this was posted before 30+ pages is a lot to read through.
[img]http://img268.imageshack.us/img268/5278/picvv.jpg[/img]
(I tried loading it multiple times.)
EDIT: I like the JB avatar by default, it's an effective way to encourage ppl to change it :p
Use this instead of GCFscape if you cant use it :
[url]http://developer.valvesoftware.com/wiki/Gibbeds_VPK_Extractor[/url]
[QUOTE=NoFaTe;29325045]Here's a template for coop maps.
It simply contains the starting area and no, it will not compile as it is.
[url]http://dl.dropbox.com/u/8504765/mp_booth.vmf[/url][/QUOTE]
Maybe I misunderstood, but when I connect to this template with my partner those doors doesn't open when you fall.
[QUOTE=smitty5569;29466130]I'm probably just a dumbass but I can't seem to extract the pak01_dir.vpk. I extracted it and nothing happened.
Sorry if this was posted before 30+ pages is a lot to read through.
[img_thumb]http://img268.imageshack.us/img268/5278/picvv.jpg[/img_thumb]
(I tried loading it multiple times.)
EDIT: I like the JB avatar by default, it's an effective way to encourage ppl to change it :p[/QUOTE]
Thats not the dir pack you have open in that picture. You have "pak01_001" open you want "pak01_dir"
[QUOTE=smitty5569;29466130]I'm probably just a dumbass but I can't seem to extract the pak01_dir.vpk. I extracted it and nothing happened.
Sorry if this was posted before 30+ pages is a lot to read through.
[img_thumb]http://img268.imageshack.us/img268/5278/picvv.jpg[/img_thumb]
(I tried loading it multiple times.)
EDIT: I like the JB avatar by default, it's an effective way to encourage ppl to change it :p[/QUOTE]
You are attempting to extract pak01_001.vpk, you want to be extracting pak01_dir.vpk
Ah I told you I was probably a dumbass. :P
I got it working, thanks guys! :)
Hi all,
I'm new here on the forum. I'm also new to portal 2 modding.
I read things about removing alldetail and about making a hollow box func_brushed to 'structure_seal'.
Is it really necessary to do one of these things, or does the map just have to be closed without leaks?
Excuse me for my bad english, I'm dutch.
[QUOTE=robbiedobbie;29467101]Hi all,
I'm new here on the forum. I'm also new to portal 2 modding.
I read things about removing alldetail and about making a hollow box func_brushed to 'structure_seal'.
Is it really necessary to do one of these things, or does the map just have to be closed without leaks?
Excuse me for my bad english, I'm dutch.[/QUOTE]
You need the seal, as the compiler changes every brush without properties to a func_detail, which will cause a leak.
[QUOTE=robbiedobbie;29467101]Hi all,
I'm new here on the forum. I'm also new to portal 2 modding.
I read things about removing alldetail and about making a hollow box func_brushed to 'structure_seal'.
Is it really necessary to do one of these things, or does the map just have to be closed without leaks?
Excuse me for my bad english, I'm dutch.[/QUOTE]
if you just make sure your map does not have eny leaks you should be fine. However, if you experience trouble with compiling you should probably try stuff like seal :)
Well, then I will try and leave it out for now (because it will make the map bigger?)
[QUOTE=Smasher 006;29467474]You need the seal, as the compiler changes every brush without properties to a func_detail, which will cause a leak.[/QUOTE]
Aslong as -alldetail is removed. You don't need a seal around the map.
[QUOTE=NoFaTe;29325045]Here's a template for coop maps.
It simply contains the starting area and no, it will not compile as it is.
[url]http://dl.dropbox.com/u/8504765/mp_booth.vmf[/url][/QUOTE]
Sombody, please help! In this template the doors when you fall from spawn doesn't open?! You and your friend stay in that box and you cant get down!
Just found out that it won't work without any of them, so I need to use 1 method. Which one is better?
[QUOTE=robbiedobbie;29467989]Just found out that it won't work without any of them, so I need to use 1 method. Which one is better?[/QUOTE]
Removing -alldetail and doing it the "proper" way.
Could someone link me some Portal 2 playground maps please?
(The ones that were made in this thread)
[url]http://www.mediafire.com/?9bi80gg5tvtbk[/url]
by Lilrobot
What input's does the door prefab (I found it somewhere in this thread) accept?
How do I make an animation play? I've got a tile of wall in front of a button, and when the player steps on the button I want 'anim1' (the wall breaking) to play. I've got SetAnimation as an output on the button but I'm not sure what to do.
[editline]27th April 2011[/editline]
[img]http://gyazo.com/0133849e3d865124a61bc19388cc058e.png[/img]
Is there a way to make a prop_weighted_cube unpaintable? I tried an output "OnPainted | !self | RemovePaint", but RemovePaint does nothing.
Sorry, if it has been asked before!
[QUOTE=geogzm;29469433]How do I make an animation play? I've got a tile of wall in front of a button, and when the player steps on the button I want 'anim1' (the wall breaking) to play. I've got SetAnimation as an output on the button but I'm not sure what to do.
[/QUOTE]
I'm no expert but did you write the target entity's name correctly? ;)
Also, how do I stop this happening when I open hammer:
[img]http://gyazo.com/aca539fc28cd4c2dfa37d6e5d9ce4909.png[/img]
It's getting annoying when it crashes and I have to reset all the views
[editline]27th April 2011[/editline]
[QUOTE=eel3;29469555]I'm no expert but did you write the target entity's name correctly? ;)[/QUOTE]
Yeah, it's called 'wa'. It's just showing up red.
[QUOTE=geogzm;29469559]Also, how do I stop this happening when I open hammer:
[img_thumb]http://gyazo.com/aca539fc28cd4c2dfa37d6e5d9ce4909.png[/img_thumb]
It's getting annoying when it crashes and I have to reset all the views
[editline]27th April 2011[/editline]
Yeah, it's called 'wa'. It's just showing up red.[/QUOTE]
For me it helps to just reopen the map.
[QUOTE=eel3;29469555]I'm no expert but did you write the target entity's name correctly? ;)[/QUOTE]
Yes: [url]http://developer.valvesoftware.com/wiki/!self#Keywords[/url]
And using the targetname as usual doesn't work either, I used ent_fire in the console and nothing happened.
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