[h2]If someone in his map gets annoying leaks when compiled while all your entities do not have a reason to leak and Portal 2 crashes when loading your super map, it's because you don't have a structure seal box in it. Just make a box with a hollow (right click on box > Make hollow...) that covers all your map, then convert it to an entity (CTRL + T) and change the entity to func_brush and type this name for your cool box: structure_seal then it should not do leaks anymore[/h2]
[QUOTE=nanutek;29527508][h2]If someone in his map gets annoying leaks when compiled while all your entities do not have a reason to leak and Portal 2 crashes when loading your super map, it's because you don't have a structure seal box in it. Just make a box with a hollow (right click on box > Make hollow...) that covers all your map, then convert it to an entity (CTRL + T) and change the entity to func_brush and type this name for your cool box: structure_seal then it should not do leaks anymore[/h2][/QUOTE]
No. Dont. Just remove -alldetail.
Doing what you suggested is the noob way out of finding leaks. Its also a really bad mapping.
[QUOTE=nanutek;29527508][h2]If someone in his map gets annoying leaks when compiled while all your entities do not have a reason to leak and Portal 2 crashes when loading your super map, it's because you don't have a structure seal box in it. Just make a box with a hollow (right click on box > Make hollow...) that covers all your map, then convert it to an entity (CTRL + T) and change the entity to func_brush and type this name for your cool box: structure_seal then it should not do leaks anymore[/h2][/QUOTE]
Nope.
Please somebody look in the trigger_portal_cleanser. Is there a visible and a useScaleline property?! cause I haven't got them.
[QUOTE=Archy18;29527721]Please somebody look in the trigger_portal_cleanser. Is there a visible and a useScaleline property?! cause I haven't got them.[/QUOTE]
you have to use smartedit to add them in.
sorry my english is bad
how can install custom sounds into a map with ambient_generic
Anybody get working crushers yet?
[QUOTE=J4censolo;29526722]Make your button do this:
OnPressed > Gel Name > Start
UnPressed > Gel Name > Stop
Assuming you're using a button.
[editline]30th April 2011[/editline]
Anybody know how to make crushers work? I assume it's a prop dynamic with a certain animation setting but I have no clue.[/QUOTE]
Done that, NO WORKY.
[quote][url]http://cloud.steampowered.com/ugc/540640929738830001/7B66B1248E7227BD3A43BF1A035B25723440E2CB/[/url]
Anyone got any clue as to why no cubes that I use press this button down? :/[/quote]
Sorry for the repost, but does no one know why that's occurring?
Almost done
[img]http://img89.imageshack.us/img89/4570/40390977.jpg[/img]
[img]http://img146.imageshack.us/img146/2356/27007137.jpg[/img]
[QUOTE=d3m0l1sh3r;29528318]Almost done
[img_thumb]http://img89.imageshack.us/img89/4570/40390977.jpg[/img_thumb]
[img_thumb]http://img146.imageshack.us/img146/2356/27007137.jpg[/img_thumb][/QUOTE]
Reminds me of the one from the E3 gameplay video thing
Hey guys, I'm posting from the new PC I got for my Birthday today! As soon as I'm done making recovery discs and stuff, I'm gonna get straight to mapping. Expect some new stuff from me soon :buddy:
[QUOTE=ljdp;29519402]Map available for grabs.
[URL]http://dl.dropbox.com/u/521836/portal2/mp_coop_lotsoffaith_ljdp.bsp[/URL]
Go to the hub then in console type: changelevel mp_coop_lotsoffaith_ljdp[/QUOTE]
Very good and challenging one. My partner and I had to think a while to solve it. Well done!
Does somebody know how I can mirror textures?
I'm using the "signage_doorstate" texture for the indicator stuff but the check mark is mirrored:
[media]http://dl.dropbox.com/u/1471180/Bilder/p2_2.png[/media]
[QUOTE=DrFrost;29528989]Very good and challenging one. My partner and I had to think a while to solve it. Well done!
Does somebody know how I can mirror textures?
I'm using the "signage_doorstate" texture for the indicator stuff but the check mark is mirrored:
[media]http://dl.dropbox.com/u/1471180/Bilder/p2_2.png[/media][/QUOTE]
Turn the brush around.
[QUOTE=robbiedobbie;29524610]really no one knows?
EDIT: I have solved it (temporary) by placing a box around the empty spot where the leak was (there is no entity or whatever on that spot).[/QUOTE]
One of the entities have its origin dragged out there probably
I usualyl select everything and with rightclick menu I chose center origins.
ofc dont do this if there are things that have off-center origind for some reason :)
try to find which trigger or func_* thing (if u select them one by one) have its origin dot there
I also made a quick youtube vid about making a small map in 15 minute:
[url]http://www.youtube.com/watch?v=y0ZxTMC3-Ic[/url]
[url]http://www.youtube.com/watch?v=zXqRMxOLdAo[/url]
and I uploaded my map's source VMF here:
[url]http://www.mobilkor.hu/gepy/por2_damagepy_maptestwhatever_source.zip[/url] (VMF)
the map is this: [url]http://heroes.hardwired.hu/portal[/url]
Gah, moving wall panels are SO CONFUSING ):
Also, is there a guide or help thing anywhere for getting Portal 1/Half Life 2 Textures to work? I need the Metalbar texture from Source SDK, so i copied it into the swarm/materials/metal folder and it doesn't show up.
Guys, I found LUA files in the portal 2 folder Oo. :ohdear:
[QUOTE=Neddy;29529779]Guys, I found LUA files in the portal 2 folder Oo. :ohdear:[/QUOTE]
Plenty of games use LUA. IIRC UT3 has some LUA files in it as well.
[QUOTE=Neddy;29529779]Guys, I found LUA files in the portal 2 folder Oo. :ohdear:[/QUOTE]
They're just related to the menus and crap.
[QUOTE=Jetamo;29526667]for gawd's sake how do I stop a paint sprayer from spraying gel. D:[/QUOTE]
You can't, that's like asking the reassembler to stop reassembling!
[QUOTE=NanoSquid;29528783]Hey guys, I'm posting from the new PC I got for my Birthday today! As soon as I'm done making recovery discs and stuff, I'm gonna get straight to mapping. Expect some new stuff from me soon :buddy:[/QUOTE]
can we get some screenshots of previous works?
Release v1.0
[URL=http://www.mediafire.com/?xyspvp0bkpe1861/][IMG]http://img863.imageshack.us/img863/4841/18248031.jpg[/IMG][/URL]
Thanks to Tribeat for working panels
Walktrough, contrains puzzle solution:
[url]http://www.youtube.com/watch?v=0e6sfaOZ_ss[/url]
Enjoy and report bugs!
[QUOTE=Clinexx;29530235]can we get some screenshots of previous works?[/QUOTE]
Earlier in the thread, I don't have them on my new pc and can't be arsed to hook up the old one again :v:
Where do I find the .mp3 files for the music in P2? I can't find them anywhere.
[QUOTE=d3m0l1sh3r;29530347]Release v1.0
[URL=http://www.mediafire.com/?xyspvp0bkpe1861/][img_thumb]http://img863.imageshack.us/img863/4841/18248031.jpg[/img_thumb][/URL]
Thanks to Tribeat for working panels
Walktrough, contrains puzzle solution:
[url]http://www.youtube.com/watch?v=0e6sfaOZ_ss[/url]
Enjoy and report bugs![/QUOTE]
I've completed this completly differently than you, I'll make a video.
[QUOTE=OrYgin;29530827]I've completed this completly differently than you, I'll make a video.[/QUOTE]
Im pretty sure you just used funnel, nvmd it becuase of original design by Vavle, but i prefer harder way. In second release im gonna make advance map
[QUOTE=d3m0l1sh3r;29530879]Im pretty sure you just used funnel, nvmd it becuase of original design by Vavle, but i prefer harder way. In second release im gonna make advance map[/QUOTE]
Not at all, just 3 portals
Could someone please give this a try and tell me how i'm doing?
I've only been using hammer for 2 days.
[url]http://www.mediafire.com/?pnau2vz3t41tvoi[/url]
I'd really apreciate it
Finished uploading the video :
[media]http://www.youtube.com/watch?v=_5mDulvQDbQ[/media]
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