• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=J4censolo;29547418]Pretty sure it's meant to open itself up like in the ad.[/QUOTE] The vmf also shows a good example of how to use instances and random timings.
[QUOTE=Randdalf;29545275]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] Now that you mention it, I agree with you
[QUOTE=J4censolo;29547266]Trees growing straight out of panels?! :byodood: [/QUOTE] My foliage get error ^^
[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] I think the laser in the huge room at the end is causing the lag. I have no idea why a laser would cause lag throughout the map though... very strange. What's more, the laser only causes lag if set to active. Why would a laser cause lag?
[QUOTE=Fearlezz;29547273]Do you guys want me to release it? You may just have invented a new style, well done![/QUOTE] Pleeeease :D
Mmm,can't find where is the leak on the elevator prefab,how did you fixed it robbiedobbie ? Where the leak ?
[IMG]http://cloud.steampowered.com/ugc/542892729590263757/AD40A440A51AD384E1C559DD08A1C8BF6E2F73BB/[/IMG] [IMG]http://cloud.steampowered.com/ugc/542892729590264450/4B98EC67734CAD99B78CC3CDD77F04B698912FDD/[/IMG] Updates to my map. I made it a bit more complex by including a laser puzzle instead of just having you press two buttons then move on to the next area. I'm trying to tweak the fog a bit still and iron out some problems with my crushers, after that I just need to work on the indicator lights for the puzzles and I think that's about it. Oh and the ending room, I'm not sure how I'll tackle that ( since this map is for co-op. )
My compiler isn't working... [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" -game "c:\program files (x86)\steam\steamapps\common\alien swarm\swarm \" "c:\program files (x86)\steam\steamapps\common\portal 2\portal2\maps\wallstes t" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Aug 4 2010) Command line: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\vbs p.exe" "-game" "c:\program files (x86)\steam\steamapps\common\alien swarm\swarm" c:\program" "files" "(x86)\steam\steamapps\common\portal" "2\portal2\maps\walls test " 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] What's wrong, anyone?
[QUOTE=Jordo76;29547966]Mmm,can't find where is the leak on the elevator prefab,how did you fixed it robbiedobbie ? Where the leak ?[/QUOTE] First I solved it temporary by placing a box around the leak. This morning I got this tip: [QUOTE=damagepy;29529088]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 [/QUOTE] I couldn't find what entiy caused it, but by selecting everything it worked. There are no errors in the elevator, so just try ;) [editline]1st May 2011[/editline] [QUOTE=Nephilim;29548449]My compiler isn't working... [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" -game "c:\program files (x86)\steam\steamapps\common\alien swarm\swarm \" "c:\program files (x86)\steam\steamapps\common\portal 2\portal2\maps\wallstes t" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Aug 4 2010) Command line: "c:\program files (x86)\steam\steamapps\common\alien swarm\bin\vbs p.exe" "-game" "c:\program files (x86)\steam\steamapps\common\alien swarm\swarm" c:\program" "files" "(x86)\steam\steamapps\common\portal" "2\portal2\maps\walls test " 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] What's wrong, anyone?[/QUOTE] looks like some wrong commands. could you post a screenie from your (expert) compileoptions
[img]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/compileops.png[/img] Here you are - are those the right ones?
Cmon guys, at least one person tell me if i should keep learning this subject [url]http://www.mediafire.com/file/mk1waea43sucgbw/firstmap1.bsp[/url] give it a go, tell me what you think :)
[QUOTE=Nephilim;29548764][img_thumb]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/compileops.png[/img_thumb] Here you are - are those the right ones?[/QUOTE] I got the same parameters. Do you have that problem with every map, or only with 1?
[QUOTE=RJK 616;29549552]Cmon guys, at least one person tell me if i should keep learning this subject [URL]http://www.mediafire.com/file/mk1waea43sucgbw/firstmap1.bsp[/URL] give it a go, tell me what you think :)[/QUOTE] Alright I'm not trying to be an ass but this is mostly just some important critiques. First and foremost, it's terribly dark. At the beginning there's a randomly illuminated pile of debris in an otherwise dark room, you should light it up so the player isn't greeted with confusion from darkness. After that when you're supposed to place the two portals on the separate floor areas I had to place it about 6 or 7 times until it finally appeared, you can fix this by using an info_placement_helper on the center of the brush. I noticed a stretched texture in the red room, you should probably fix that. Can't exactly describe where but I'm sure you'll notice it. Speaking of the red room that was also quite dark and I had no idea where I was supposed to go, I suppose up since that's what the excursion funnel is for. I quit the game at that point. It has potential but all in all your most important problem at this point is making it brighter so people don't get confused or frustrated when playing it.
@robbiedobbie : I still fail T_T (It's the first time i use hammer seriously) Could you send me a vmf with the fix ? :/
[QUOTE=Jordo76;29549753]@robbiedobbie : I still fail T_T (It's the first time i use hammer seriously) Could you send me a vmf with the fix ? :/[/QUOTE] actually, I only have it in a map I'm making. I did not change the prefab yet. it's really simpel. Select all, then rightclick it, and choose center origins. and, 3 days ago was my first time using hammer ;)
[QUOTE=J4censolo;29549740]Alright I'm not trying to be an ass but this is mostly just some important critiques. First and foremost, it's terribly dark. At the beginning there's a randomly illuminated pile of debris in an otherwise dark room, you should light it up so the player isn't greeted with confusion from darkness. After that when you're supposed to place the two portals on the separate floor areas I had to place it about 6 or 7 times until it finally appeared, you can fix this by using an info_placement_helper on the center of the brush. I noticed a stretched texture in the red room, you should probably fix that. Can't exactly describe where but I'm sure you'll notice it. Speaking of the red room that was also quite dark and I had no idea where I was supposed to go, I suppose up since that's what the excursion funnel is for. I quit the game at that point. It has potential but all in all your most important problem at this point is making it brighter so people don't get confused or frustrated when playing it.[/QUOTE] Thanks, i'll work on that. And i didn't know about placement helpers so cheers
[QUOTE=robbiedobbie;29549665]I got the same parameters. Do you have that problem with every map, or only with 1?[/QUOTE] On all the maps, it seems. Should I post my Options?
Are you guys using the metalwall textures as floors? I can't find any metal floors.
[QUOTE=RJK 616;29550559]Thanks, i'll work on that. And i didn't know about placement helpers so cheers[/QUOTE] I also noticed something. In the part were the door closes, are flying particles, without texture. They get that pinkblack look. [editline]1st May 2011[/editline] [QUOTE=Nephilim;29550607]On all the maps, it seems. Should I post my Options?[/QUOTE] Well, I don't think I can help you any further. I have no idea what the problem is.
@robbiedobbie : Thank you,i finally did it,only need to modify it to make an exit now :)
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[QUOTE=robbiedobbie;29550646]Well, I don't think I can help you any further. I have no idea what the problem is.[/QUOTE] Oh, damn. Well, thanks for the help anyway! I'll see if I can do anything about it.
[QUOTE=robbiedobbie;29550646]I also noticed something. In the part were the door closes, are flying particles, without texture. They get that pinkblack look. [/QUOTE] Yeah.. I don't know why the particles have missing textures.. Really sucks cuz i wanted to do godbeams but there doesn't seem to be any fog textures or anything
[QUOTE=geogzm;29550644]Are you guys using the metalwall textures as floors? I can't find any metal floors.[/QUOTE] I'm using black_floor_metal_001c set to a 0.5 texture scale. You could use a wall texture, it wouldn't make much difference.
In my map, there's a part where the player uses momentum to crash through a wall. Thing is, it's not entirely obvious to the player that you're supposed to smack in to it. What should I do to hint that you can hit it?
Use the bullseye texture. black_floor_metal_bullseye_001 Along with that decorate the area with lights or anything that can grab the players attention. The bullseye should be enough though.
[QUOTE=geogzm;29551526]In my map, there's a part where the player uses momentum to crash through a wall. Thing is, it's not entirely obvious to the player that you're supposed to smack in to it. What should I do to hint that you can hit it?[/QUOTE] You can somewhat make the wall look deteriorated. Have some source of light near the wall to catch the players attention, something of that sort.
[QUOTE=J4censolo;29551565]Use the bullseye texture. black_floor_metal_bullseye_001 Along with that decorate the area with lights or anything that can grab the players attention. The bullseye should be enough though.[/QUOTE] Prepare your anus. Grateful sex inbound. [editline]1st May 2011[/editline] [QUOTE=t h e;29551578]You can somewhat make the wall look deteriorated. Have some source of light near the wall to catch the players attention, something of that sort.[/QUOTE] Yours too.
Anyone tips for how to make a cool fluorescent light? I tried this one: [url]http://steamcommunity.com/id/killuah/screenshot/560907128088963018[/url] But with the normal light entitie it looks kinda shitty.
[QUOTE=Killuah;29551601]Anyone tips for how to make a cool fluorescent light? I tried this one: [url]http://steamcommunity.com/id/killuah/screenshot/560907128088963018[/url] But with the normal light entitie it looks kinda shitty.[/QUOTE] you could use a lightspot away from it, with real wide angles
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