Anyone got a good tutorial for Portal 2 elevators? :V
What's the name of the cube that redirects wall lasers? I can't seem to find it. I tried changing a prop_weighted_cube to the model for it but ingame it's still a regular weighted cube. I looked at the mapping wiki's entity list and it doesn't appear to be listed either ( unless it's some obscurely named entity. )
[QUOTE=Fearlezz;29544186][img_thumb]http://cloud.steampowered.com/ugc/542892729544190910/D3884CB51828BD854A005B8F92EF4D0E15A7E3C7/?jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=nUVmWedLJXY[/media]
My overgrown map is pretty much finished[/QUOTE]
Dare I say the ceiling is underdetailed, it's usually the main focus of detail in Valve's destroyed aperture maps, and there's like 2 layers of vines and destroyed stuff in theirs. Yours is pretty empty by comparison.
[QUOTE=J4censolo;29545165]What's the name of the cube that redirects wall lasers? I can't seem to find it. I tried changing a prop_weighted_cube to the model for it but ingame it's still a regular weighted cube. I looked at the mapping wiki's entity list and it doesn't appear to be listed either ( unless it's some obscurely named entity. )[/QUOTE]
Change the cube type in a prop_weighted_cube. (should be a property you can change)
[QUOTE=J4censolo;29545165]What's the name of the cube that redirects wall lasers? I can't seem to find it. I tried changing a prop_weighted_cube to the model for it but ingame it's still a regular weighted cube. I looked at the mapping wiki's entity list and it doesn't appear to be listed either ( unless it's some obscurely named entity. )[/QUOTE]
There's a setting in the prop_weighted_cube called "cube type" or something, you just need to change that to reflection cube.
Oh pff how did I miss that :v:
[QUOTE=J4censolo;29545165]What's the name of the cube that redirects wall lasers? I can't seem to find it. I tried changing a prop_weighted_cube to the model for it but ingame it's still a regular weighted cube. I looked at the mapping wiki's entity list and it doesn't appear to be listed either ( unless it's some obscurely named entity. )[/QUOTE]
First you need to set the weighted cubes type to reflection and then search "reflection" at models, there you will find it and add it to the weighted cube. That should do.
[editline]1st May 2011[/editline]
How to tell portal2 that the map you want to make is a coop map, so the loader screen to be the coop loader screen?
[QUOTE=Fearlezz;29544186][img_thumb]http://cloud.steampowered.com/ugc/542892729544190910/D3884CB51828BD854A005B8F92EF4D0E15A7E3C7/?jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=nUVmWedLJXY[/media]
My overgrown map is pretty much finished[/QUOTE]
just curious on whether you are going to release it
[QUOTE=Archy18;29545337]First you need to set the weighted cubes type to reflection and then search "reflection" at models, there you will find it and add it to the weighted cube. That should do.
[editline]1st May 2011[/editline]
How to tell portal2 that the map you want to make is a coop map, so the loader screen to be the coop loader screen?[/QUOTE]
info_coop_spawn maybe?
Not sure.
[QUOTE=J4censolo;29545529]info_coop_spawn maybe?
Not sure.[/QUOTE]
Well I tried that but If you write map themap it wont be coop.
I downloaded a template, it has 10 logic_relays and scripts, and it is buggy. I tried fixing but it is to complicated, blowed up my mind. In another template there is just this info_coop_spawn, a trigger, a script, and the two player with connections between them. So now i'm trying to make one coop spawn by mixing the two downloaded templates.
You gotta join the co-op lobby with a friend, then "changelevel MAPNAME"
Yes I know but that way is slow and bad..
AND the only way to do it.
Here is the coop spawn edited, well not the best, unfortunately it needs changelevel.
[url]http://gamver.webs.com/portal2/mp_booth.rar[/url]
Probably a dumb question but, how do I decompile a Portal 2 map? I downloaded BSPSource from the site linked in the OP and from there... I have no clue. I can't seem to find any tutorials or anything.
[QUOTE=J4censolo;29546253]Probably a dumb question but, how do I decompile a Portal 2 map? I downloaded BSPSource from the site linked in the OP and from there... I have no clue. I can't seem to find any tutorials or anything.[/QUOTE]
Open it, select file with "Browse.." button and press decompile. It's that easy.
[QUOTE=Simspelaaja;29546330]Open it, select file with "Browse.." button and press decompile. It's that easy.[/QUOTE]
I think the problem for me is that the program didn't even install properly, not sure why. So I'll have another go at it.
[editline]1st May 2011[/editline]
Okay yeah turns out the problem was I was missing a necessary program for it to work, in this case something with Java. Been happening a lot lately since I reformatted my PC.
I'm having a bit of a problem with optimization... ><
I thought I knew how to make a map run smoothly, apparently I'm wrong.
Does anyone mind starting up my map and checking performance? I get this strange awful jerkiness as soon as the map loads, and sometimes it might die down after a while.
[url]http://www.mediafire.com/?f4hyx2mlq9z4b94[/url]
Included are BSP and VMF.
[QUOTE=Fearlezz;29544898]snip[/QUOTE]
I've wondered for a while what this means, or what purpose it holds. Anyone want to enlighten me?
It's AWESOME now some proper finished maps are coming out, hopefully some harder ones that don't involve simply sitting in an excursion funnel will be coming soon as well hehe I tease.
[QUOTE=Kettle Chips;29546769]I've wondered for a while what this means, or what purpose it holds. Anyone want to enlighten me?[/QUOTE]
"snip" just means they have edited the post to cut something out.
[QUOTE=acren;29546765]I'm having a bit of a problem with optimization... ><
I thought I knew how to make a map run smoothly, apparently I'm wrong.
Does anyone mind starting up my map and checking performance? I get this strange awful jerkiness as soon as the map loads, and sometimes it might die down after a while.
[URL]http://www.mediafire.com/?f4hyx2mlq9z4b94[/URL]
Included are BSP and VMF.[/QUOTE]
It got laggy the most in the area with the flickering light and usually this is because of well, a flickering light. Normally one alone even in a detailed area isn't enough to make me lag even in the slightest so that's odd. The thing is your map is hardly that big and not filled to the brim with detail so that's a bit weird.
I'm not sure what to say really, even if you were to create a fairly large test chamber it's not like it would need that much optimization.
[QUOTE=noladu95;29547150][media]http://img41.xooimage.com/files/d/5/f/reda_map_020004-28476c3.jpg[/media]
Wip[/QUOTE]
Trees growing straight out of panels?! :byodood:
I like it though, it was only a matter of time until someone attempted a portal puzzle in the outside world.
[QUOTE=mikymikmik;29545524]just curious on whether you are going to release it[/QUOTE]
Do you guys want me to release it?
[QUOTE=noladu95;29547150][media]http://img41.xooimage.com/files/d/5/f/reda_map_020004-28476c3.jpg[/media]
Wip[/QUOTE]
You may just have invented a new style, well done!
Remember the TV ad?
[img_thumb]http://cloud.steampowered.com/ugc/578921526595932285/5100E0D5853FCBA4A399F591D50ECF3ED728DCB7/[/img_thumb]
Download map and source here: [url]http://dl.dropbox.com/u/521836/portal2/wallpanels.zip[/url]
[QUOTE=ljdp;29547389]Remember the TV ad?
[img_thumb]http://cloud.steampowered.com/ugc/578921526595932285/5100E0D5853FCBA4A399F591D50ECF3ED728DCB7/[/img_thumb]
Download map and source here: [url]http://dl.dropbox.com/u/521836/portal2/wallpanels.zip[/url][/QUOTE]
HOLY SHIT A WHITE BOX WITH A CUBE AND A BUTTON
HOLY FUCK
[editline]1st May 2011[/editline]
Unless it unfolds
[QUOTE=swampie;29547406]HOLY SHIT A WHITE BOX WITH A CUBE AND A BUTTON
HOLY FUCK
[editline]1st May 2011[/editline]
Unless it unfolds[/QUOTE]
Pretty sure it's meant to open itself up like in the ad.
Fair enough then
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