I'm working on an fgd, made quite some progress today, if you want stuff added you should check the thread over at the mapping section of the forums.
Can someone tell me the model names of these platforms? Can't find em.
[img]http://gyazo.com/9ef65d2700a7ce2ccfb16a60050727ba.png[/img]
[QUOTE=GameDev;29342559]Can someone tell me the model names of these platforms? Can't find em.
[img_thumb]http://gyazo.com/9ef65d2700a7ce2ccfb16a60050727ba.png[/img_thumb][/QUOTE]
Decompile the map they're in.
[QUOTE=Legend286;29342569]Decompile the map they're in.[/QUOTE]
That map is the E3 repulsion gel demo.
Only map that I knew had em.
[QUOTE=GameDev;29342600]That map is the E3 repulsion gel demo.
Only map that I knew had em.[/QUOTE]
Coop first level has them too.
I remember them being in some coop maps, maybe even sp.
[QUOTE=GameDev;29342600]That map is the E3 repulsion gel demo.
Only map that I knew had em.[/QUOTE]
That first Co-op map has it, the training one (forgotten what it is called).
i hate you guys :(
[QUOTE=Legend286;29342609]Coop first level has them too.[/QUOTE]
Do you know the name of the bsp?
[QUOTE=Jessecar96;29341213]Here's the lights prefab
[url]http://dl.dropbox.com/u/12438082/portal/lights.vmf[/url][/QUOTE]
People still work with prefabs? You guys should give func_instance and func_instance_parms a try.
sp_a4_tb_trust_drop.bsp has them iirc
I did the super obvious thing and put a portal in a portal (yo dawg)
[media]http://www.youtube.com/watch?v=jlswTbnLxFM[/media]
[QUOTE=boomer678;29341864]Under map properties uncheck smart edit and add a new key called paintinmap and give it a value of 1
[img_thumb]http://gyazo.com/250779bce11bb302cc05465ef6ff77ee.png[/img_thumb][/QUOTE]
Didn't work. My portal 2 crash after loading level...
Have a download link too
[URL]http://horobox.co.uk/u/icemaz_1303483470.zip[/URL]
it's already been done by 1/4life and it also looks better
[QUOTE=GameDev;29342559]Can someone tell me the model names of these platforms? Can't find em.
[img_thumb]http://gyazo.com/9ef65d2700a7ce2ccfb16a60050727ba.png[/img_thumb][/QUOTE]
BSPsource isn't working for me, can someone else decompile a map with these in it and tell me the names of the models? :h:
[QUOTE=GameDev;29341034]Whoever made the TF2maps thread with the FGD link, the link is broken.[/QUOTE]
Dropbox went down momentarily, and it's hosted on there.
[editline]22nd April 2011[/editline]
Oh yeah, and now I understand why paint wasn't working. In Valve's presentation on paints/water they said you could switch off paint in a level to improve performance, because it took some extra resources.
How do you get the gel to work?
[editline]21st April 2011[/editline]
When I put it in my map the gel dispenser just sits there
[QUOTE=Gabe Newell;29343459]How do you get the gel to work?
[editline]21st April 2011[/editline]
When I put it in my map the gel dispenser just sits there[/QUOTE]
[QUOTE=boomer678;29341864]Under map properties uncheck smart edit and add a new key called paintinmap and give it a value of 1
[img_thumb]http://gyazo.com/250779bce11bb302cc05465ef6ff77ee.png[/img_thumb][/QUOTE]
This is how you get gels to work.
[QUOTE=HoliestCow;29343483]This is how you get gels to work.[/QUOTE]
Apparently I tried that and it doesn't dispense gels
[editline]21st April 2011[/editline]
still
[QUOTE=Gabe Newell;29343656]Apparently I tried that and it doesn't dispense gels
[editline]21st April 2011[/editline]
still[/QUOTE]
Are you sure that you don't need some kind of "Gel Spawner" entity?
[QUOTE=Gabe Newell;29343656]Apparently I tried that and it doesn't dispense gels
[editline]21st April 2011[/editline]
still[/QUOTE]
You need to tell it to dispense gels otherwise it won't do anything.
Also, sexy new glass? Any possibilities of obtaining that?
[QUOTE=Camera;29343984]Also, sexy new glass? Any possibilities of obtaining that?[/QUOTE]
Yes.
[QUOTE=Legend286;29344026]Yes.[/QUOTE]
How?
icemaz, I think you could avoid the artifacts by having triggers turning off the portals that you can't see at certain moments (e.g. you are walking down a corridor and the portal is on another corridor when you turn right, the portal and the other side to it should only turn on just before you reach the corner since you won't be looking at them before that). They should then close on the other side once you stop seeing the exit portal (after you turn a corner for example).
I love mapping for Portal 2, everything is so perfect. And it's not even the real SDK!
[QUOTE=DeanWinchester;29344096]icemaz, I think you could avoid the artifacts by having triggers turning off the portals that you can't see at certain moments (e.g. you are walking down a corridor and the portal is on another corridor when you turn right, the portal and the other side to it should only turn on just before you reach the corner since you won't be looking at them before that). They should then close on the other side once you stop seeing the exit portal (after you turn a corner for example).[/QUOTE]
Yeah I know, gonna do that for a more complex thing I am working on, but for this example I felt it didn't need it.
-snip-
Making the crusher jump thing from the E3 videos, but for our co-op map.
[img]http://dl.dropbox.com/u/9038221/Portal2_mapping/e3crusher_hammer01.png[/img]
What's the name of the texture for the deadly water/goo stuff like in the above image, I can't seem to find it anywhere.
[editline]22nd April 2011[/editline]
water_glados_01?
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