• How to create Portal 2 maps
    3,501 replies, posted
So it turns out phys_cannisters can be painted with gel. :love: Also here's a pneumatic etc vent I made + prefab [url]http://www.youtube.com/watch?v=37djCFf2W8Q[/url]
[QUOTE=Untouch;29556995]So it turns out phys_cannisters can be painted with gel. :love: Also here's a pneumatic etc vent I made + prefab [url]http://www.youtube.com/watch?v=37djCFf2W8Q[/url][/QUOTE] Can you download prefabs and use them yourself without setting them all up? (noob)
very useful, thanks!
Damn, I wish Portal 2 supported VPKs, it's going to be a bugger releasing maps with custom script files and info screens. The former can be done seperately in your RAR/ZIP, but the latter needs to be overridden to work, and pakrating it doesn't work.
[QUOTE=Randdalf;29558536]Damn, I wish Portal 2 supported VPKs, it's going to be a bugger releasing maps with custom script files and info screens. The former can be done seperately in your RAR/ZIP, but the latter needs to be overridden to work, and pakrating it doesn't work.[/QUOTE] what about BSPZIP?
[QUOTE=D4RkHaZz;29558693]what about BSPZIP?[/QUOTE] Same thing, by "the pakrating didn't work" I mean the files were in the BSP they just weren't doing anything.
[QUOTE=Randdalf;29558536]Damn, I wish Portal 2 supported VPKs, it's going to be a bugger releasing maps with custom script files and info screens. The former can be done seperately in your RAR/ZIP, but the latter needs to be overridden to work, and pakrating it doesn't work.[/QUOTE] We'll get custom VPK support next month at the latest.
[QUOTE=Randdalf;29558725]Same thing, by "the pakrating didn't work" I mean the files were in the BSP they just weren't doing anything.[/QUOTE] Yeah, I noticed that too. Is there any workaround, except for replacing the files in the gamefolder?
My map so far: [media]http://www.youtube.com/watch?v=JCRNKnxJN4A[/media]
[QUOTE=CrashGal;29558774]We'll get custom VPK support next month at the latest.[/QUOTE] June 1st is the date I heard for the official SDK. Well, time to make some maps then in the mean time, and usurp Valve by releasing a short campaign on the day of the SDK Except, exams :(
[QUOTE=Randdalf;29558885]June 1st is the date I heard for the official SDK. Well, time to make some maps then in the mean time, and usurp Valve by releasing a short campaign on the day of the SDK Except, exams :([/QUOTE] Just do it anyway. [editline]2nd May 2011[/editline] [QUOTE=geogzm;29558839]My map so far: [media]http://www.youtube.com/watch?v=JCRNKnxJN4A[/media][/QUOTE] While good, the start has a Faith Plate target. I know I'd be looking around for a faith plate. Perhaps you could change that? Also, the Skype noise had me checking around for a Skype convo, even though I don't even have Skype open! :v:
IS there a guide or working prefab i can use for the vaccum tubes?
[QUOTE=RJK 616;29561029]IS there a guide or working prefab i can use for the vaccum tubes?[/QUOTE] This is untouch's [url]http://www.youtube.com/watch?v=37djCFf2W8Q[/url] Link in video description
Sorry if it's been asked before, but I'm trying to use a co op playground map with a friend, but how do you change the map? Both changelevel and changelevel2 disconnected whoever wasn't hosting.
They have to have the map, too
Anyone want to help me make the screens work in the elevator rooms? I'm confused on how to do it. I'm making a repulsion gel chamber, so I'm going to port the demonstration part of the repulsion gel video into a .bik type, but I still don't know how to use it on the elevator's circular walls.
[QUOTE=cwook;29561228]This is untouch's [url]http://www.youtube.com/watch?v=37djCFf2W8Q[/url] Link in video description[/QUOTE] Ahh, thanks! Is it possible to make for instance one end suck up a cube and shoot it out of the other end? Mine just stay in the middle near the push point
I made a map :D [media]http://www.youtube.com/watch?v=PkbEwSkZY9E[/media] [QUOTE=LilRobot;29561956]Anyone want to help me make the screens work in the elevator rooms? I'm confused on how to do it. I'm making a repulsion gel chamber, so I'm going to port the demonstration part of the repulsion gel video into a .bik type, but I still don't know how to use it on the elevator's circular walls.[/QUOTE] Well someone figured it out: [media]http://www.youtube.com/watch?v=K8UNb-QkpWw[/media]
Hey guys, amazingly useful thread here. I'm rather new at mapping. I do have a question, how are you guys putting together the bottomless pits? I've been wrapping the lower-half of my map in a semi-skybox displaying the portal texture sky_fog, but it's not giving me the effects that I desire. Sorry if this is a dumb question, I really like the look of those maps. Thanks :)
Look up env_fog. I think that might help.
[QUOTE=StarWarsMan;29556205]Has anyone tried to make a pneumatic diversity vent yet?[/QUOTE] Damn, I didn't even notice that they were cut until now.
I'm putting gel in my map, but when I exit the map, it goes culbtreeoverflow or something, and crashes my game. Any knowledge of this?
[IMG]http://i54.tinypic.com/2aablnk.png[/IMG] Noob question: What do i enter to make this block travel downwards upon trigger (I know how to do the trigger) I figure Func_door, but i can't get it to go down or up, only side to side on the x axis
[QUOTE=RJK 616;29563691][img_thumb]http://i54.tinypic.com/2aablnk.png[/img_thumb] Noob question: What do i enter to make this block travel downwards upon trigger (I know how to do the trigger) I figure Func_door, but i can't get it to go down or up, only side to side on the x axis[/QUOTE] See that drop down menu where it says 270? Click on it and there should be a "down" option.
[QUOTE=Kyo;29564175]See that drop down menu where it says 270? Click on it and there should be a "down" option.[/QUOTE] *Smacks head* Thank you! Stupid drop down menus. Right one last question and hopefully i'm done. I need to make a fake door that falls over when you use it exactly like in the single player, is it possible?
Sorry if this has already been covered, but I've searched around and haven't found much. Has somebody made a prefab for the cylindrical elevator rooms, or should I just decompile one of the maps and make my own?
[B]I'd like to give my input on the fizzler texture stretching problem everyone has.[/B] You MUST align the fizzler's height to the 1024 grid. Then, use the texture stretch "[B]0.125[/B]" for both Y and X. This should set the texture perfectly. If you are using a wider than normal fizzler, use the fizzler center texture.
[QUOTE=TheLastBanana;29565562]Sorry if this has already been covered, but I've searched around and haven't found much. Has somebody made a prefab for the cylindrical elevator rooms, or should I just decompile one of the maps and make my own?[/QUOTE] There is one on the wiki. It has a leak though. I will upload a fixed version today.
[QUOTE=cwook;29562904]Look up env_fog. I think that might help.[/QUOTE] I looked into the env_fog_controller, which did allow me to add fog into my map. However, I am still having trouble getting the bottomless pit effect. I also tried observing a decompiled valve P2 map, but the amount of detail they include in their maps is almost sickening and, for my purposes, impossible to piece apart the methods for my own maps. Does anyone have a tutorial or example .vmf map that displays a simple bottomless pit effect? It would be much appreciated.
[QUOTE=ForbiddenDonut;29566167]I looked into the env_fog_controller, which did allow me to add fog into my map. However, I am still having trouble getting the bottomless pit effect. I also tried observing a decompiled valve P2 map, but the amount of detail they include in their maps is almost sickening and, for my purposes, impossible to piece apart the methods for my own maps. Does anyone have a tutorial or example .vmf map that displays a simple bottomless pit effect? It would be much appreciated.[/QUOTE] It's quite simple, all you have to do really is use the tools/black texture and make a very [I]very[/I] deep pit. About 2048 units should be enough assuming your fog doesn't exceed that amount. If you'd like me to upload a .vmf I could, I'd just need to make one. [editline]1st May 2011[/editline] Actually 2048 units probably wouldn't cut it, since test chambers with bottomless pits tend to be fairly large you would want to be able to see the entire chamber without the fog masking it up. So you'd have to make the pit even bigger so that way you can set a high fog distance and it only appears in the pit.
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