Some one needs to model the old 1950's portal gun and remake aperture in it's hay-day
[editline]3rd May 2011[/editline]
[img]http://cloud.steampowered.com/ugc/559781776576170740/33066CB04CDC0A60DB859233E38E6EF7E47C7FD0/[/img]
remake that
[QUOTE=poopiecrap;29582954]Some one needs to model the old 1950's portal gun and remake aperture in it's hay-day
[editline]3rd May 2011[/editline]
[img_thumb]http://cloud.steampowered.com/ugc/559781776576170740/33066CB04CDC0A60DB859233E38E6EF7E47C7FD0/[/img_thumb]
remake that[/QUOTE]
To me the silhouette almost looks too detailed for them to have done it only for a poster. I think Valve have a DLC planned that includes it (or at least i hope they do!).
When I have some spare time, and assuming Valve haven't already made it for a DLC i might model it.
its obviously the gluon gun
[url]http://half-life.wikia.com/wiki/Gluon_Gun[/url]
[QUOTE=zonbie;29583753]its obviously the gluon gun
[url]http://half-life.wikia.com/wiki/Gluon_Gun[/url][/QUOTE]
Displacer combined with the gluon obviously
Anyway to stop turrets shooting at you through glass, or delay them when they see you?
What's annoying? When I launch P2 with hammer open, it causes the views in hammer to "stick", meaning that scrolling, moving, zooming, etc doesn't actually change the view. So I have to either close hammer and reopen every time I want to test my map, or leave P2 always running. That's what.
[QUOTE=acren;29585803]What's annoying? When I launch P2 with hammer open, it causes the views in hammer to "stick", meaning that scrolling, moving, zooming, etc doesn't actually change the view. So I have to either close hammer and reopen every time I want to test my map, or leave P2 always running. That's what.[/QUOTE]
Or you could minimize hammer before Portal opens....
[QUOTE=RJK 616;29586262]Or you could minimize hammer before Portal opens....[/QUOTE]
Thanks for that!
[QUOTE=ForbiddenDonut;29580232]How did you get this kind of fog? I've been trying to achieve it myself. What's the configuration of your env_fog_controller if you don't mind me asking. ^^[/QUOTE]
Just a dark grayish blue, with 700 - 1000.
[QUOTE=acren;29585803]What's annoying? When I launch P2 with hammer open, it causes the views in hammer to "stick", meaning that scrolling, moving, zooming, etc doesn't actually change the view. So I have to either close hammer and reopen every time I want to test my map, or leave P2 always running. That's what.[/QUOTE]
I fixed that issue by starting Portal 2 [b]before[/b] I start Hammer. Disable the automatic start of the game at the end of the compile process and just switch to Portal 2.
No need to restart Hammer again afterwards, the windows refresh normally :)
Do you like maps with ninja stuff?
Some Answer:
- IF you cant select thing from groups, turn ignore groups on.
- While ignore groups is active, u cant always see objects as entities, so turn off ignore groups and use objects or solids as selection method
- to trigger things multiple times, use a trigger_multiple, and the onstarttouch/onstoptouch event. You also need to properly set up the Flags, to what can activate it by touch. If player can't, then even if the trigger is there, ingame does nothing.
- Tunnel: the simple tunnel prop is enough, but thats ugly, so need to make some wall around it. But if u simply place a big square block, the block also shows up inside the prop, thats why walme making a circle around things with lots of smaller vertexedited block. But then the center of that section is empty, and through the prop the map can leak, so they lengthen that circular surrounding backward til it reaches pass the prop and then placing a simple block at the end that closes the gap. The nodraw is to make compiling the map faster.
- if something leaks and if after loading the pointfile (map / load pointfile) it starts and ends outside and no object there, just check the compiler windows for the first red text, it says the entity's name and location that leaks.
[QUOTE=geogzm;29575009]I'd imagine extract the same sound to swarm/sound and portal2/sound[/QUOTE]
finally got it working with bspzip.
[QUOTE=d3m0l1sh3r;29587549]Do you like maps with ninja stuff?[/QUOTE]
I do, my map has a little ninja room in it, but its gets bad reviews because people can't do it fast enough and die. oh well they need to learn some new skils.
I have a BIG ROOM in my map at one point, and when you get to the other end the far side stops rendering and you can see the void.. i assume theres a value to toggle like a draw distance for the map? (i hope)
I heard some of you said that E3 crushers map is easy.
Well, this will be for you
[img]http://img98.imageshack.us/img98/2510/adv2r.jpg[/img]
[img]http://img848.imageshack.us/img848/3066/adv1t.jpg[/img]
[img]http://img841.imageshack.us/img841/9936/adv3.jpg[/img]
What entity poduces this kind of light? My light_spot always ends up looking crappy.
Could someone compile a list of completed maps so far, split into categories?
Playground, E3 recreation, panel-play, puzzle and hard puzzles?
Oh wow. Major problem.
How do I changelevel in coop?
the answer is in the question
The answer is actually typing the question in the console as host.
[QUOTE=RJK 616;29587921]
I have a BIG ROOM in my map at one point, and when you get to the other end the far side stops rendering and you can see the void.. i assume theres a value to toggle like a draw distance for the map? (i hope)[/QUOTE]
There is a compile option called restrictradius or maximumradius something similar. This is because in AlienSwarm you only ever see areas with very little depth. Remove it. Worked like a charm for me.
Well I meant in the map. I'm aware how to do it in console, but I want to go to the next map in my course without requiring console commands. Any help?
I'm not at home so I can't but why don't you have a look at the coop maps?
It's quiet today inhere.
[editline]3rd May 2011[/editline]
[QUOTE=d3m0l1sh3r;29588030]I heard some of you said that E3 crushers map is easy.
Well, this will be for you
[img_thumb]http://img98.imageshack.us/img98/2510/adv2r.jpg[/img_thumb]
[/QUOTE]
Could you tell me what model that poles are?
[QUOTE=Smashman;29589351]Well I meant in the map. I'm aware how to do it in console, but I want to go to the next map in my course without requiring console commands. Any help?[/QUOTE]
The official coop maps use a script entity which references an external file with (what I'm guessing is) all the progressions from map to map.
Including all the transitions and disassembling of the bots, it looks insanely complex.
If you want my advice, maybe try a point_servercommand and trigger that to Command "changelevel <levelname>".
EDIT:
[QUOTE=robbiedobbie;29590388]
Could you tell me what model that poles are?[/QUOTE]
Found it: models/props_bts/straight_piston_mid.mdl
[QUOTE=acren;29590637]The official coop maps use a script entity which references an external file with (what I'm guessing is) all the progressions from map to map.
Including all the transitions and disassembling of the bots, it looks insanely complex.
If you want my advice, maybe try a point_servercommand and trigger that to Command "changelevel <levelname>".
EDIT:
Found it: models/props_bts/straight_piston_mid.mdl[/QUOTE]
Thanks!
It was asked and answered, but I have no patient to search the thread, So how to make crusher work, because the the model+prop_dynamic does not work.. i can walk thru it and it does not play animations
[QUOTE=Killuah;29588713]What entity poduces this kind of light? My light_spot always ends up looking crappy.[/QUOTE]
afaik it's env_projectedtexture
[QUOTE=Archy18;29590983]It was asked and answered, but I have no patient to search the thread, So how to make crusher work, because the the model+prop_dynamic does not work.. i can walk thru it and it does not play animations[/QUOTE]
It needs to be told to crush you, and even in that case it won't hurt the player. Take a peek at some decompiled MP maps with crushers.
[QUOTE=Archy18;29590983]It was asked and answered, but I have no patient to search the thread, So how to make crusher work, because the the model+prop_dynamic does not work.. i can walk thru it and it does not play animations[/QUOTE]
You have to trigger the animation to start, you can browse through the animations on the sequence tab in the model browser. You'll probably also need to parent clip and trigger_hurt brushes to the crushers.
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