[QUOTE=geogzm;29572103]Can somebody upload a working door?[/QUOTE]
normal door or officedoor?
[QUOTE=robbiedobbie;29571799]normal trigger of what?[/QUOTE]
A trigger that is triggered everytime the player goes thru it.
[editline]2nd May 2011[/editline]
and nothing else..
What is the different between the _vertex and the non _vertex version of a texture?
[QUOTE=Archy18;29572187]A trigger that is triggered everytime the player goes thru it.
[editline]2nd May 2011[/editline]
and nothing else..[/QUOTE]
Just make a block with the trigger texture. Then tie to entity (ctrl - t), and select trigger_multiple. make an output with ontrigger
well good thanks, that means that i did good.
[QUOTE=robbiedobbie;29572019]I can't get faith plates to shoot in any other direction then up. Even if I put a target entity, and a different angle.
Anybody who knows how to solve this?[/QUOTE]
ask Fearlezz
[QUOTE=robbiedobbie;29572116]normal door or officedoor?[/QUOTE]
Normal, please.
[QUOTE=geogzm;29572512]Normal, please.[/QUOTE]
Why don't you use the prefab? Because when I upload a door, it will be like a prefab too.
[QUOTE=robbiedobbie;29572563]Why don't you use the prefab? Because when I upload a door, it will be like a prefab too.[/QUOTE]
Because that ungroup thing you said didn't work
[editline]2nd May 2011[/editline]
It refused to ungroup
Then you are doing something wrong. Just select the prefab, then ungroup, then select the part you want to edit.
[QUOTE=robbiedobbie;29572673]Then you are doing something wrong. Just select the prefab, then ungroup, then select the part you want to edit.[/QUOTE]
Spawned prefab, ungrouped it, still no inputs or outputs. Selected the door and it's prop_testchamber_door. Is there something I need to make?
LOL, in the hammer I went to far from the view and now I can't get back!?
[editline]2nd May 2011[/editline]
[QUOTE=geogzm;29572784]Spawned prefab, ungrouped it, still no inputs or outputs. Selected the door and it's prop_testchamber_door. Is there something I need to make?[/QUOTE]
You can click to select only solids or objects on the right side of hammer.
[QUOTE=Archy18;29572928]LOL, in the hammer I went to far from the view and now I can't get back!?
[editline]2nd May 2011[/editline]
You can click to select only solids or objects on the right side of hammer.[/QUOTE]
[img]http://gyazo.com/a72bdc5f47c768c2ce273d2ac7ea7cbd.png[/img]
[editline]2nd May 2011[/editline]
Literally just the prop door and the wall around it that I'm seeing. Ungrouping does jack shit.
Do not ungrup. Load it and use the select panel(located on right side of hammer or if not view>selection elements and there enable selection mod bar) to choose what to select with the selecter and select what you want from the prefab.
[editline]2nd May 2011[/editline]
5x select word :))
[QUOTE=geogzm;29572784]Spawned prefab, ungrouped it, still no inputs or outputs. Selected the door and it's prop_testchamber_door. Is there something I need to make?[/QUOTE]
You need to MAKE an input. if you have a button what should open it, make this output on the button: onpressed - prop_testchamber_door - open. that should work
A funnel prefab would be welcome. I just suck at making it look good. I somehow always get a leak and I don't really understand the nodraw textures around it in Valves maps.
Wiki Link:[url]http://wiki.p2mods.com/index.php?title=Main_Page[/url]
has all you need for p2 mapping.
I had to do a couple of things to my hammer build config to get things working:
1. Removed -alldetail from the $bsp_exe line
2. Replaced $gamedir with "C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2" on the $game_exe line.
I did NOT change my $gamedir, since I figured that would break stuff... I probably should have removed swarm.fgd from the config, but it didn't seem to make a difference.
EDIT:
[QUOTE=Archy18;29572928]LOL, in the hammer I went to far from the view and now I can't get back!?[/QUOTE]
Select any object in your map, press Ctrl + E to center the 2D views on that object, press Ctrl + Shift + E to center the 3D view on that object. That should get you back.
EDIT X2 COMBO: also, I don't know where to post this bug, or where this discussion was had before, but when I create a func_instance that uses a vmf that contains any of the entities described in DeanWinchester's portal2.fgd (I think this also applies for the Rough 'n Ready .fgd,) the entity ends up centered around 0,0,0 instead of where I put the func_instance.
Like so:
[URL=http://img833.imageshack.us/i/prefabtest0000.jpg/][IMG]http://img833.imageshack.us/img833/3736/prefabtest0000.th.jpg[/IMG][/URL]
In this picture, I placed the button and panel prefab over where the panel is on the right, but the prop_floor_button ended up on the left, at 0,0,0.
I seem to remember this is a bug everyone knows about, but no one knows how to fix. Is that still true?
[QUOTE=Neddy;29573159]Wiki Link:[url]http://wiki.p2mods.com/index.php?title=Main_Page[/url]
has all you need for p2 mapping.[/QUOTE]
This is not just placing the entity in the map:
[img]http://wiki.p2mods.com/images/thumb/1/1c/Funnel.png/800px-Funnel.png[/img]
Valve uses several more brushes and all kinds of stuff and I'd like to understand why.
[QUOTE=Killuah;29573309]This is not just placing the entity in the map:
[img_thumb]http://wiki.p2mods.com/images/thumb/1/1c/Funnel.png/800px-Funnel.png[/img_thumb]
Valve uses several more brushes and all kinds of stuff and I'd like to understand why.[/QUOTE]
they use the other stuff to make it look better, or trigger things.
[editline]2nd May 2011[/editline]
Made a map with several test: [url]http://www.xfire.com/video/4607cb/[/url]
[QUOTE=robbiedobbie;29573117]You need to MAKE an input. if you have a button what should open it, make this output on the button: onpressed - prop_testchamber_door - open. that should work[/QUOTE]
Yeah, but the door [b]has no open input/output.[/b]
[QUOTE=Neddy;29573159]Wiki Link:[url]http://wiki.p2mods.com/index.php?title=Main_Page[/url]
has all you need for p2 mapping.[/QUOTE]
For some of us is not the best. And it's easier to ask here.
[QUOTE=geogzm;29573552]Yeah, but the door [b]has no open input/output.[/b][/QUOTE]
if you make the output on the button, the door will get an input.
[img]http://i.solidfiles.net/4d51.png[/img]
Just like that
I assume prostitute is your door. Just apply, and it will work (if prostitute is the right entity).
[QUOTE=robbiedobbie;29573405]they use the other stuff to make it look better, or trigger things.
[editline]2nd May 2011[/editline]
Made a map with several test: [url]http://www.xfire.com/video/4607cb/[/url][/QUOTE]
The problem is that as soon as I put this prefab anywhere in my map I get a leak. Even if it floats in the middle of the room.
The func_clip_vphysics is leaking
[QUOTE=Killuah;29573708]The problem is that as soon as I put this prefab anywhere in my map I get a leak. Even if it floats in the middle of the room.
The func_clip_vphysics is leaking[/QUOTE]
Check the origen of the func_clip_vphysics? Open the prefabs .vmf and change it's origen from there.
try using center origins on the prefab. it's a known problem when you get leaks on prefabs
edit:
I'm too late xD
door works lol
[editline]2nd May 2011[/editline]
Making a map pack called 'Claustrophobia'. Short but sweet puzzles in small rooms/corridors.
For now I just deleted it. It seems to have no function at all for the funnel itself.
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