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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