• How to create Portal 2 maps
    3,501 replies, posted
Got a new question. I created some animated panels and they propel props quite nicely but I can't make'em interact correctly with the player. As soon as they start animating I fall into them and get stuck :/ I know that I could just add catapult_trigger onto them (done that actually) but what I really wanted to do is to make'em into a sort of really cool elevators. Any ideas? [quote]BTW: 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]
[QUOTE=eel3;29470021]Got a new question. I created some animated panels and they propel props quite nicely but I can't make'em interact correctly with the player. As soon as they start animating I fall into them and get stuck :/ I know that I could just add catapult_trigger onto them (done that actually) but what I really wanted to do is to make'em into a sort of really cool elevators. Any ideas?[/QUOTE] you need to parent a func_brush to it... read more here [url]http://p2wiki.jessecar96.net/w/Panels[/url]
This is getting frustrating. I think I'll just wait for an SDK.
[QUOTE=Techbot;29470632]you need to parent a func_brush to it... read more here [url]http://p2wiki.jessecar96.net/w/Panels[/url][/QUOTE] I've already done it. I don't think the panels would work even on props without it.
Can someone compile a .vmf for me? My compiling tools have lost all hope. Won't ever get Vbsp , Vvis and Vrad all in the same compile. PM me if you are kind [b] please :) [/b]
Once i get the laptop i'm going to work on some ideas i got recently. 1st - A puzzle with lights off where you use a flashlight on a cube while your partner bot shoots portals and stuff. A projected texture parented w/ a physbox/physics prop will do it. 2nd - A puzzle with a special cube that work like portals; if you put a laser beam in the portal cube the beam will appear on another cube with the portal exit. Same with gels :D Maybe if it's possible to have portable world portals...it would do the trick. What do you think?
I successfully made a portal 2 mod today.
[QUOTE=Fearlezz;29471193]I successfully made a portal 2 mod today.[/QUOTE] Don't just say that and leave us hanging! INFORMATION MOTHERFEARLEZZ, DO YOU HAVE IT?!
[QUOTE=superdinoman;29454069] [url]http://www.zilefile.com/files/15424_gf75y/laservsturretdarkerccapplied.jpg[/url][/QUOTE] can you tell me what is the command and how much CC is that? I would like to use it. Also, the ammount used in Cave Johnson tests would be appreciated
[QUOTE=Jetamo;29471346]Don't just say that and leave us hanging! INFORMATION MOTHERFEARLEZZ, DO YOU HAVE IT?![/QUOTE] i think this means something. [img_thumb]http://cloud.steampowered.com/ugc/542892729527701225/3FD4B2579E040CBA6E451EB81BEA7B976EF285F9/[/img_thumb]
I wish Valve didn't put all these stupid limits on projectedtextures. I mean, sure, they use them limitedly in their maps, but why put mostly unnecessary* constraints on modders? *As in, modders don't usually care if their work runs on low end computers.
[b] Can someone please be really awesome and compile a map for me , as my compilers have decided to pack up and stop working.. completely. [/b]
[QUOTE=Instant Mix;29471753][b] Can someone please be really awesome and compile a map for me , as my compilers have decided to pack up and stop working.. completely. [/b][/QUOTE] Sure. Send it my way!
[QUOTE=armNARMeenayta;29471862]Sure. Send it my way![/QUOTE] not sure if joking or being serious
[QUOTE=Instant Mix;29471972]not sure if joking or being serious[/QUOTE] I'm serious :-) Just in a weird mood. I'm not really new here, this is just a second account (sshhhh and I'm not telling you who I normally am). But yeah I'll compile it for you.
[QUOTE=Fearlezz;29471193]I successfully made a portal 2 mod today.[/QUOTE] Come on tell us how you did it. Ive been wanting to start up a portal 2 mod.
Well its just like creating any other mod without using the sdk tools. Ya know? Just use the correct appid to mount P2 files. Then you are ready to go. Ive never modded l4d before, and p2 is using its menu system, Im having a hard time figuring out how to change text and stuff like that. Anywway, here is some progress on me map [img_thumb]http://cloud.steampowered.com/ugc/542892729529348391/73BFEF27CE6730213C689CF6409423FF71BD2131/?jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542892729529349665/5CDE1FD6AE7FF9428927941E8F1F090AAAFAD440/?jpg[/img_thumb] So I think I nailed the main area pretty much, maybe add some vegetation. So I started on the secondary area where the actual puzzle solving will be done, mostly. I wish I could use the projected texture here.
[QUOTE=The Blue Scotti;29471182]Once i get the laptop i'm going to work on some ideas i got recently. 1st - A puzzle with lights off where you use a flashlight on a cube while your partner bot shoots portals and stuff. A projected texture parented w/ a physbox/physics prop will do it. 2nd - A puzzle with a special cube that work like portals; if you put a laser beam in the portal cube the beam will appear on another cube with the portal exit. Same with gels :D Maybe if it's possible to have portable world portals...it would do the trick. What do you think?[/QUOTE]
[QUOTE=Fearlezz;29472670]Well its just like creating any other mod without using the sdk tools. Ya know? Just use the correct appid to mount P2 files. Then you are ready to go. Ive never modded l4d before, and p2 is using its menu system, Im having a hard time figuring out how to change text and stuff like that. Anywway, here is some progress on me map [img_thumb]http://cloud.steampowered.com/ugc/542892729529348391/73BFEF27CE6730213C689CF6409423FF71BD2131/?jpg[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542892729529349665/5CDE1FD6AE7FF9428927941E8F1F090AAAFAD440/?jpg[/img_thumb] So I think I nailed the main area pretty much, maybe add some vegetation. So I started on the secondary area where the actual puzzle solving will be done, mostly. I wish I could use the projected texture here.[/QUOTE] I tried doing it that way and i kept getting a background image problem.
I got a short map done. Theres still hiccups here and there but, I'm happy how it came out. [url]http://www.myaperturelabs.com/file.php?id=557[/url]
HEY FEARLEZZ!!! I didn't get something about Factum Solus... Will you port it to PORTAL 2 or will it remain as PORTAL 1 mod? Either way congratulations for your awesome mod!
Good job Fearlezz. Too bad that there is this stupid Env_projectedtexture limit... and light_spot doesn't do shadows as good as env_projectedtextures... :/ Anyway, good luck for the rest of your map. Here is my WIP map too : [URL=http://img852.imageshack.us/i/2011042700001.jpg/][IMG]http://img852.imageshack.us/img852/4590/2011042700001.th.jpg[/IMG][/URL] (Env_projectedtexture here) [URL=http://img59.imageshack.us/i/2011042700002.jpg/][IMG]http://img59.imageshack.us/img59/7285/2011042700002.th.jpg[/IMG][/URL] [URL=http://img232.imageshack.us/i/2011042700003.jpg/][IMG]http://img232.imageshack.us/img232/8516/2011042700003.th.jpg[/IMG][/URL] (There, no env_projectedtexture, just light_spots = ugly '_') [URL=http://img848.imageshack.us/i/2011042700004.jpg/][IMG]http://img848.imageshack.us/img848/7450/2011042700004.th.jpg[/IMG][/URL] (Same, no env_project' ...) By the way, I've a "blue skybox" skybox as you can see, even if I try to add skybox_white in the map options. What's wrong with that ? And as for Fearlezz, I would like to use more env_projectedtextures, but I don't think they will change it in the Portal 2 SDK :( Ps : Sorry if there are mistakes in my sentences, I'm french. Eclipse.
[QUOTE=Neddy;29472755]I tried doing it that way and i kept getting a background image problem.[/QUOTE] Yeah I got that one too, you also gotta make sure you put the searchpath to "portal2" I just remembered that. [QUOTE=Mattey;29473084]HEY FEARLEZZ!!! I didn't get something about Factum Solus... Will you port it to PORTAL 2 or will it remain as PORTAL 1 mod? Either way congratulations for your awesome mod![/QUOTE] Hey thanks! I will port it to Portal 2!
i am still waiting for the official sdk so i can try to make tag: source
You can do that already.
[QUOTE=Fearlezz;29473452] Hey thanks! I will port it to Portal 2![/QUOTE] OMFG! REALLY? Oh man that's really great news!!! Good to know that! Thanks!
typos[QUOTE=Clinexx;29464971]dunno if already answered, but try moving the panel with the movie on a but out, it looks like it's overlapping with something :)[/QUOTE] Yeah, maybe, I'm giving up, no one seems to care, Env_lightmaps are more important, even though a few days ago I saw a few people wondering how to do it, oh well, maybe I might try to fix it later, but for now I'm just going back to my playground map.
Made a cut up doorway prefab for anyone who doesn't feel like cutting it themselves, simple but a good addition to the list, sorry if someone has already made a good one but this one shows no tiny holes. Sadly the original Portal cut technique is gone. [URL]http://www.mediafire.com/?0o9r7tpnk9rjmvv[/URL]
I tried moving a env_projectedtexture with a panel. No luck, even with the setparentattachmentmaintainoffset. Any help?
I want to make a full singleplayer P2 mod eventually. It would be set in one of the other 8 testing shafts. All the levels would be the awesome overgrown style. The main nemesis would be a crazed military android (atlas's military skin with a green eye) convinced that he's a legendary general destined to conquer the world. He commands an "army" of stripped-down (but fully functional) turrets, and his weapon of choice is a flamethrower... a flamethrower fueled by [sp]lemons[/sp]
Sorry, you need to Log In to post a reply to this thread.