• How to create Portal 2 maps
    3,501 replies, posted
i can't get compiler to work, all i get is a command list and it doesn't compile anything from vbsp.exe [editline]28th April 2011[/editline] please answer quickly
[QUOTE=MasterG;29493343]Christ, in about a week you've all managed to make fucking beautiful maps. Is portal 2 really that easy to make maps for?[/QUOTE] Its not much different from other source games
[QUOTE=MasterG;29493343]Christ, in about a week you've all managed to make fucking beautiful maps. Is portal 2 really that easy to make maps for?[/QUOTE] It's much easier due to the art style in my opinion.
[QUOTE=Fearlezz;29493498]Its not much different from other source games[/QUOTE] Portal mapping is piss easy compared to others. (If your going for the clean look). It's very simple actually, especially with awesome prefabs kicking about the place.
[QUOTE=Clinexx;29492328]how did you make the dots, that turn yellow when the button is pressed?[/QUOTE] What boomer678 said. Here's a good tutorial: [url]http://developer.valvesoftware.com/wiki/Creating_indicator_lights[/url]
Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?
[QUOTE=Nephilim;29493835]Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?[/QUOTE] Any lights? Those are all just normal brushes? Upload it.
I should reword what I said--How would I play a bik video on a vgui_screen like the coop ending or the sp ending? [editline]28th April 2011[/editline] [QUOTE=Nephilim;29493835]Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?[/QUOTE] Did you remove -alldetail?
Yeah, I've got those fancy light prefabs from that Wiki. I've tried using that structure_seal crap but it doesn't work :/ How do you remove -alldetail? *SDK nub*
Also, the Squirrel language looks very neat, and its fun to use. edit: Fffff automerge ninja
[QUOTE=Nephilim;29493835]Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?[/QUOTE] Try make huge black box around map, and make it hollow
[QUOTE=Smashman;29491449]Shame about the water. Although I don't think it's you.[/QUOTE] It's the new method they have for making the water - [url]http://tech-artists.org/downloads/GDC2011/GDC2011_BronwenGrimes_NonstandardTextures.pdf[/url] Makes it look very nice, with the side effect of being harder to do than making the actual map. [editline]28th April 2011[/editline] [QUOTE=d3m0l1sh3r;29493990]Try make huge black box around map, and make it hollow[/QUOTE] -alldetail is easier.
[QUOTE=Nephilim;29493835]Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?[/QUOTE] Do you have any prefabs in your maps? This has happens to me when i use some of the prefabs. i just find whatever is supposedly leaking and replace it.
[QUOTE=armNARMeenayta;29493540]Portal mapping is piss easy compared to others. (If your going for the clean look). It's very simple actually, especially with awesome prefabs kicking about the place.[/QUOTE] The 50s style seems to be the toughest part of mapping for the game. It looks very difficult to map for. Bravo if anyone pulls it off.
Here is a second map im making now. [img]http://img121.imageshack.us/img121/236/crushers.jpg[/img]
[QUOTE=Nephilim;29493835]Okay, I've had this 'leak' on almost every single 'map' I've created, and it's starting to annoy me. [media]http://img153.imageshack.us/img153/396/fsleak.png[/media] What is it, and how can I fix it?[/QUOTE] Upload the vmf. And christ.. your walls look paper thin.
I fixed the leak, but I'm not sure how. And yeah, I use -16 when hollowing my walls, at least, that's what I learned from a guide. Is that wrong? D:
Has anyone successfully made a old aperture themed map yet?
[QUOTE=Nephilim;29493948]Yeah, I've got those fancy light prefabs from that Wiki. I've tried using that structure_seal crap but it doesn't work :/ How do you remove -alldetail? *SDK nub*[/QUOTE] press F9 to compile. Once the compile window is open, click expert in the corner. Then in expert mode remove -alldetail from the bsp options. It should look like this: [IMG]http://gyazo.com/d82571a2a3f0618b4f68a252dcd1234a.png[/IMG]
[QUOTE=Nephilim;29494393]I fixed the leak, but I'm not sure how. And yeah, I use -16 when hollowing my walls, at least, that's what I learned from a guide. Is that wrong? D:[/QUOTE] Tip: Never use hollow, it makes your map leak Just make 6 separate blocks as walls
[QUOTE=d3m0l1sh3r;29494231]Here is a second map im making now. [img_thumb]http://img121.imageshack.us/img121/236/crushers.jpg[/img_thumb][/QUOTE] Very nice lighting! [QUOTE=Jessecar96;29494476]Tip: Never use hollow, it makes your map leak Just make 6 separate blocks as walls[/QUOTE] Hm, I make blocks hollow with a negative value, then ungroup them. Once I have adjusted the individual brushes, it doesn't leak...
Aha, thanks very much everyone for the help, and thanks Jesse for that tip. I was wondering how everyone made such nice, customisable walls.
[QUOTE=Jessecar96;29494476]Tip: Never use hollow, it makes your map leak Just make 6 separate blocks as walls[/QUOTE] No it doesn't [QUOTE=d3m0l1sh3r;29493990]Try make huge black box around map, and make it hollow[/QUOTE] DON'T EVER DO THIS!
[url]http://dl.dropbox.com/u/9411074/something_i%27ll_never_finish.zip[/url] Something I'll Never Finish, might as well let it loose since it'll just rot otherwise. Do whatever you want with it.
Prefabs/instances leak at the moment (because they always go to 0,0,0, as does prop_portal), but there is a way to fix this. The my method is to copy all the p2 entities to the swarm.fgd file, and this stops entities leaking. However, it's a lot of work to port an entire FGD inside another one, so I've been using an old version of my FGD before Dean & I merged ours together, copy+pasted.
i can't get compiler to work, all i get is a command list and it doesn't compile anything from vbsp.exe [editline]28th April 2011[/editline] please answer quickly
[QUOTE=nanutek;29495203]i can't get compiler to work, all i get is a command list and it doesn't compile anything from vbsp.exe [editline]28th April 2011[/editline] please answer quickly[/QUOTE] Obviously a leak or something. Look at the compile log, this isn't rocket science.
[QUOTE=GameDev;29495975]Obviously a leak or something. Look at the compile log, this isn't rocket science.[/QUOTE] Your supose to say. This isn't rocket science. Cave Johnson, we're done here. D: [editline]29th April 2011[/editline] [img]http://img836.imageshack.us/img836/7068/crowbarwheatley2.jpg[/img] [b] Freeman is back. With more 'balls' then ever.[/b] [b] Cave Johnson, We're Done here.[/b]
[QUOTE=GameDev;29495975]Obviously a leak or something. Look at the compile log, this isn't rocket science.[/QUOTE] [code] ------------------------------------------------------------------------------- Running command: cd "c:\program files (x86)\steam\steamapps\common\alien swarm\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\ vbsp.exe" -alldetail -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2\" "C:\Program Files (x86)\Steam\steamapps\common\portal 2\sitopack_t0 1.vmf" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Aug 4 2010) Command line: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\vbs p.exe" "-alldetail" "-game" "c:\program files (x86)\steam\steamapps\common\porta l 2\portal2" C:\Program" "Files" "(x86)\Steam\steamapps\common\portal" "2\sitopa ck_t01.vmf " usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test Common options (use -v to see all options): -v (or -verbose): Turn on verbose output (also shows more command line options). -onlyents : This option causes vbsp only import the entities from the .vmf file. -onlyents won't reimport brush models. -onlyprops : Only update the static props and detail props. -glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder. -nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility. -nowater : Get rid of water brushes. -low : Run as an idle-priority process. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Finished. Press a key to close.[/code] It doesn't even do shit to leak something.
So whenever I use a custom skybox texture, it makes all the blocks invisible. The models still work though. Any fix? [url=http://cloud.steampowered.com/ugc/595810025162203629/D343A6BC240D8EF13975EB86958913542D044BA2/]screenshot[/url]
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