• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=nanutek;29496666][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.[/QUOTE] Turn off -alldetail
[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, but increase the toxic slime texture scale to like 0.50, and I'm sure there was a small pit on that back area. I can't wait to play it!
Got my tutorial for In-Game Movies up on the wiki =D have fun guys! I'm wondering if we can add our own .biks into the game as well. That would make for some cool levels with custom movies. [URL]http://wiki.p2mods.com/index.php?title=In-Game_Movies[/URL] EDIT: Custom .biks are supported! There just isn't sound. ambient_generic to the rescue!
Thats not in my fgd, can you give us the actual names? [editline]28th April 2011[/editline] [QUOTE=PelPix123;29496934]I have a question, guys. Mobile world portals are possible, right? Wouldn't it be possible to make a box that's tiny on the outside and gigantic on the inside that can be carried around?[/QUOTE] Portal views dont resize [editline]28th April 2011[/editline] Also I crash each time trying to place the entity in hammer :(
[QUOTE=brendanmint1;29496915]Got my tutorial for In-Game Movies up on the wiki =D have fun guys! I'm wondering if we can add our own .biks into the game as well. That would make for some cool levels with custom movies. [URL]http://wiki.p2mods.com/index.php?title=In-Game_Movies[/URL] EDIT: Custom .biks are supported! There just isn't sound. ambient_generic to the rescue![/QUOTE] Got it to work. Thanks. But one thing. The video doesn't play. It doesn't display. Just stays with that black online type thing.
[QUOTE=Neddy;29497690]Got it to work. Thanks. But one thing. The video doesn't play. It doesn't display. Just stays with that black online type thing.[/QUOTE] You might have to also add a trigger to enable "the _master" Not sure though.
[QUOTE=brendanmint1;29497914]You might have to also add a trigger to enable "the _master" Not sure though.[/QUOTE] Ye you have to add the master to the logic_auto aswell and enable it. Heres a prefab for people : [url]http://www.mediafire.com/?hp9wcrduggo4jqt[/url] Ingame Screenshots: [img_thumb]http://cloud.steampowered.com/ugc/596935925069502297/CB7B087A273E5E8E0A511F71F5F1C876D3239468/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596935925069503989/1A7EB93F8FB787EB7C89995A70792CFC1E63AA60/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596935925069505231/F8B99AEC4857AF2F87AE50D7DA62CC0EBA650CDB/[/img_thumb] Hope you don't mind that I updated your screens page with the fact you have to add the master to the logic_auto too and added a prefab and in-game screens.
[QUOTE=Neddy;29497965]Ye you have to add the master to the logic_auto aswell and enable it. Heres a prefab for people : [url]http://www.mediafire.com/?hp9wcrduggo4jqt[/url] Ingame Screenshots: [img_thumb]http://cloud.steampowered.com/ugc/596935925069502297/CB7B087A273E5E8E0A511F71F5F1C876D3239468/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596935925069503989/1A7EB93F8FB787EB7C89995A70792CFC1E63AA60/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596935925069505231/F8B99AEC4857AF2F87AE50D7DA62CC0EBA650CDB/[/img_thumb] Hope you don't mind that I updated your screens page with the fact you have to add the master to the logic_auto too and added a prefab and in-game screens.[/QUOTE] Nope, that's cool, hopefully I can upload photos soon showing the process in hammer.
[QUOTE=reepblue;29481482]Electric Gel: [media]http://www.youtube.com/watch?v=18ZMM6XPcQY[/media] Excuse me on the poor particles and sound. I'm not a particle editor, nor can import sounds in Portal 2, as the game will not load if you edit the scripts. Hopefully this can be usable.[/QUOTE] Right I've been trying to replicate this all day without any success. That means you should tell me how you did it.
If only we could recreate the gravity controlling gel that they had earlier in the game development cycle :smith:
How do you make the laser redirection cube? [editline]28th April 2011[/editline] nvm
[img_thumb]http://cloud.steampowered.com/ugc/596935925069795935/72E57718FE00761D90A6A7EB1A0B351D79F1F050/[/img_thumb] [b]Huh. I'd like to see Black Mesa try and steal this. Cave Johnson, We're Done here.[/b]
[QUOTE=Dalto11;29498716]If only we could recreate the gravity controlling gel that they had earlier in the game development cycle :smith:[/QUOTE] That's what I want to do :-(
[QUOTE=PelPix123;29494813]FYI guys, the portal camera problems, the portal culling problems, the jerkiness, and all the other bugs in Portal 2 are [i]all[/i] caused by multi-core rendering being enabled. Disable it and everything works perfectly. This is an ancient bug in Source's multi-core system, and it's existed since the Ep2 release. It's the reason why C17 wasn't multicore. Recursion working fine: [img_thumb]http://img222.imageshack.us/img222/8316/impossible0001.jpg[/img_thumb] [/QUOTE] How did you get the infinite fall world portal to look so square and clean? After the third or fourth portal, mine gets round and distorted (on single core). On multi core it looks ok, but only renders like two layers in.
I can never get world portals to align correctly nor the size >:( [editline]28th April 2011[/editline] Hao u guys do it so well [editline]28th April 2011[/editline] Woot! Here is a gateway example for my upcoming singleplayer lobby! I all of the sudden love mapping w/ portal 2. This alone is addicting to no end: [url]http://dl.dropbox.com/u/4992578/brainfail.bsp[/url]
Im starting to get some of the concepts down, still got a long way to go [media]http://www.youtube.com/watch?v=5n3gQB1TBdE[/media]
Well, I got really bored, this is all I can really say.. [media]http://www.youtube.com/watch?v=RgNiueDsQwA[/media]
I give up on my previous idea, it says the doors are leaking in a spot the doors are not.
[QUOTE=thefrog;29501675]Im starting to get some of the concepts down, still got a long way to go [media]http://www.youtube.com/watch?v=5n3gQB1TBdE[/media][/QUOTE] really interesting geometry at 1:04 to the end. It looks out of place, but also kinda cool
[QUOTE=cwook;29502197]really interesting geometry at 1:04 to the end. It looks out of place, but also kinda cool[/QUOTE] Yeah, im thinking of making the top of that shaft a death fan, but have the plates extend before you hit it :smug:
[QUOTE=boomer678;29493103]They are indicator overlays which toggle textures with an env_texturetoggle[/QUOTE] oh thanks :)
The alien swarm SDK for portal seems buggy as fuck. Just made a simple box (overlaps itself so defiantly no leaks) and apparently its leaking. no -alldetail or anything.
The fizzler material is not showing on brush when I attach the trigger_portal_cleanser to it. What am i doing wrong?
[QUOTE=Archy18;29506824]The fizzler material is not showing on brush when I attach the trigger_portal_cleanser to it. What am i doing wrong?[/QUOTE] Did you set the brush texture to effects/fizzler or whatever it's called?
I've created a brush with one of the fizzler materials then attached to it the "trigger_portal_cleanser". When you go thru the blank material the portals disappear so the trigger works only the material is not showing +i am a beginner at hammer :D
Does anyone know how to set up a double timed button sequence? Meaning you have to press one button and then the other in the given time limit to unlock a door or what have you.
This abnormal, archy18. Mind uploading the vmf?
[QUOTE=Smashman;29507289]This abnormal, archy18. Mind uploading the vmf?[/QUOTE] [url]http://gamver.webs.com/new.rar[/url]
[QUOTE=Archy18;29507314][url]http://gamver.webs.com/new.rar[/url][/QUOTE] The texture appears perfectly fine. Although, it does appear bugged due the massive size of the fizzler.
Instead of using elevators I'm going to use the elevator shaft with an excursion funnel instead of the little pods
Sorry, you need to Log In to post a reply to this thread.