• How to create Portal 2 maps
    3,501 replies, posted
yepp I know that but shouldn't I colide with the crusher model?
[img]http://cloud.steampowered.com/ugc/594684673687817975/7DCB115B0D4CC3AA1A0B2AFCC5009B50AC024A1A/[/img] Why is my water showing up like this It's the underground bog water texture. [editline]3rd May 2011[/editline] Nevermind, it's being in game (even though I don't have the map loaded)
Urk! I've got everything working, but now my compiler is playing up. Here's the code: [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:\users\joseph_2\documents\p2test\halls of science\sp_halls_of_science" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Aug 4 2010) 2 threads materialPath: c:\program files (x86)\steam\steamapps\common\alien swarm\swarm\ma terials Loading c:\users\joseph_2\documents\p2test\halls of science\sp_halls_of_science. vmf unrecognized conditional test SonyPS3?$outputintensity in effects/fizzler unrecognized conditional test srgb_pc?$outputintensity in effects/fizzler unrecognized conditional test !srgb_pc?$outputintensity in effects/fizzler fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity func_portal_bumper (-1312.00 -208.00 1280.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -16.0 1032.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -528.0 1032.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -512.0 1032.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3064.0 0.0 1032.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3048.0 0.0 1032.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2544.0 0.0 1940.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2544.0 0.0 764.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 -2048.0 1032.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 128 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (130604 bytes) Static prop models/props_lab/glass_lightcover.mdl outside the map (623.02, 318.9 5, 427.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (591.02, 319.5 1, 427.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (-131.00, -255 .60, 509.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (-131.00, -127 .60, 509.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (1466.00, 518. 00, 1120.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (1466.00, 518. 00, 992.00) Static prop models/props_lab/glass_lightcover.mdl outside the map (1466.00, 518. 00, 1852.00) Error! To use model "models/npcs/turret/turret_boxed.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/npcs/turret/turret_boxed.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 800 texinfos to 203 Reduced 54 texdatas to 52 (1448 bytes to 1406) Writing c:\users\joseph_2\documents\p2test\halls of science\sp_halls_of_science. bsp 2 seconds elapsed ------------------------------------------------------------------------------- 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\ vvis.exe" -radius_override 2500 -game "c:\program files (x86)\steam\steamapps\co mmon\alien swarm\swarm" "c:\users\joseph_2\documents\p2test\halls of science\sp_ halls_of_science" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Aug 4 2010) Vis Radius = 2500.00 2 threads reading c:\users\joseph_2\documents\p2test\halls of science\sp_halls_of_science. bsp reading c:\users\joseph_2\documents\p2test\halls of science\sp_halls_of_science. prt LoadPortals: couldn't read c:\users\joseph_2\documents\p2test\halls of science\s p_halls_of_science.prt Finished. Press a key to close.[/code] The error in is that last bit, the: [code]LoadPortals: couldn't read c:\users\joseph_2\documents\p2test\halls of science\s p_halls_of_science.prt[/code] What do I do now? I've tried Saving As a new file, but that's not working :/
Create a block of nodraw in the leak
Oh god. I feel so derp. I had no idea that it was caused by a leak. Forgive me for my total derpfest 3;
[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] That's a brilliant idea.
Dejavu? Gonna admit this was bad idea... [img]http://img821.imageshack.us/img821/8172/om1ui.jpg[/img]
[QUOTE=d3m0l1sh3r;29594234]Dejavu? Gonna admit this was bad idea... [img_thumb]http://img821.imageshack.us/img821/8172/om1ui.jpg[/img_thumb][/QUOTE] I don't know about bad, jumping around like a mad man seems pretty fun.
I made a rocket "turret", i'll post prefab when I get it ironed out.
[QUOTE=Untouch;29594827]I made a rocket "turret", i'll post prefab when I get it ironed out.[/QUOTE] now do combine balls
[QUOTE=NeoDement;29594886]now do combine balls[/QUOTE] I used the fire_projectile_turret rocket, what's the combine ball entity name?
I assume it no longer exists, which is what I also assumed of the rocket turrent entity. So who knows. [editline]3rd May 2011[/editline] It was prop_combine_ball in Portal 1 though I think.
Found it. Doesn't have a model though, I'll try and fix that. It's prop_energy_ball. edit: When they hit the wall, they leave an effect that as to my knowledge cannot be rid of. edit2: That appears the be the ball model, rendermode 10 fixes that. edit3: They don't seem to break on contact with walls. I CAN fix this, but it won't be easy. They deal no damage, I can fix that though. edit5: well shit, you can't force kill them, they're hopeless. edit6 (shit really): you can kill them with ent_fire (name), but damn that's a lot of work for combine balls, I'll stick with rockets.
[QUOTE=Untouch;29595025]Found it. Doesn't have a model though, I'll try and fix that. It's prop_energy_ball. edit: When they hit the wall, they leave an effect that as to my knowledge cannot be rid of. edit2: That appears the be the ball model, rendermode 10 fixes that. edit3: They don't seem to break on contact with walls. I CAN fix this, but it won't be easy. They deal no damage, I can fix that though.[/QUOTE] Energy BALLS to YOU! XD
[QUOTE=Untouch;29595025]Found it. Doesn't have a model though, I'll try and fix that. It's prop_energy_ball. edit: When they hit the wall, they leave an effect that as to my knowledge cannot be rid of. edit2: That appears the be the ball model, rendermode 10 fixes that. edit3: They don't seem to break on contact with walls. I CAN fix this, but it won't be easy. They deal no damage, I can fix that though. edit5: well shit, you can't force kill them, they're hopeless. edit6 (shit really): you can kill them with ent_fire (name), but damn that's a lot of work for combine balls, I'll stick with rockets.[/QUOTE] lawl
How to add portalgun to single player? nOt by placing the portal gun in the map
Alright, almost done. Not sure how this'll work in coop, I'd imagine it would work. They cannot see through portals, to be fair neither can legit turrets. They aren't NPCs, just a bunch of entities tied together. I'll get it up in a second.
[QUOTE=Untouch;29596341]Alright, almost done. Not sure how this'll work in coop, I'd imagine it would work. They cannot see through portals, to be fair neither can legit turrets. They aren't NPCs, just a bunch of entities tied together. I'll get it up in a second.[/QUOTE] The Portal 1 map Combine Balls work perfectly (bar lack of model)
he's right so I guess the focus should just be on fixing the model/particles
Why does my poison water disappear when I make it a trigger_hurt
[QUOTE=geogzm;29597759]Why does my poison water disappear when I make it a trigger_hurt[/QUOTE] Maybe you selected the water instead of the trigger brush.
Finished. This is the rocket kit, not the combine ball kit, I couldn't get the combine ball to work. [url]http://dl.dropbox.com/u/15663815/prefab_kit_rocket_turret.vmf[/url] If anything's broken post here.
Right so, I re-installed everything, the SDK, the .fgd, the mats/mods, the .bat fix - I've done everything right according to the Setting Up Your SDK article on the wiki. So I tried to recompile my map, but it's still looking like this: [media]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/2011-05-01_00001.jpg [url]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/2011-05-01_00002.jpg[/url][/media] What am I doing wrong :V
On vmt (of all sky), delete line "$ignorez 1"
[QUOTE=Untouch;29595025]Found it. Doesn't have a model though, I'll try and fix that. It's prop_energy_ball. edit: When they hit the wall, they leave an effect that as to my knowledge cannot be rid of. edit2: That appears the be the ball model, rendermode 10 fixes that. edit3: They don't seem to break on contact with walls. I CAN fix this, but it won't be easy. They deal no damage, I can fix that though. edit5: well shit, you can't force kill them, they're hopeless. edit6 (shit really): you can kill them with ent_fire (name), but damn that's a lot of work for combine balls, I'll stick with rockets.[/QUOTE] So I guess a portal 1 overhaul would be out of the question.
[QUOTE=noladu95;29598597]On vmt (of all sky), delete line "$ignorez 1"[/QUOTE] I'm really sorry for bugging you, and sounding like a right idiot at the same time, but where's that line? ._.'
I've been trying to work with the sdk fix but it doesn't seem to be working. Can anyone just make a rather large room with nothing but a thermal discouragement beam and all-portalable walls? I'm going to do more [url=http://gyazo.com/97a5dc054102cf02cc89595b0b8c3181.png]things like this[/url]
Can someone help me with my water and skybox it looks retarded. -.- I have the skybox as "stars01" Skybox [img]http://i755.photobucket.com/albums/xx200/bl8demast3r/2011-05-03_00002.jpg[/img] Water [img]http://i755.photobucket.com/albums/xx200/bl8demast3r/2011-05-03_00001.jpg[/img]
[QUOTE=Nephilim;29598374]Right so, I re-installed everything, the SDK, the .fgd, the mats/mods, the .bat fix - I've done everything right according to the Setting Up Your SDK article on the wiki. So I tried to recompile my map, but it's still looking like this: [media]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/2011-05-01_00001.jpg [url]http://i127.photobucket.com/albums/p127/Silentsehawk/AMG/2011-05-01_00002.jpg[/url][/media] What am I doing wrong :V[/QUOTE] Did you remove -alldetail? Also why did you change the sky? I'd change it back.
[QUOTE=spawn camp3r;29599287]So I guess a portal 1 overhaul would be out of the question.[/QUOTE] if you load up an already compiled Portal 1 map, the combine ball launchers already work [editline]4th May 2011[/editline] [QUOTE=Untouch;29598220]Finished. This is the rocket kit, not the combine ball kit, I couldn't get the combine ball to work. [url]http://dl.dropbox.com/u/15663815/prefab_kit_rocket_turret.vmf[/url] If anything's broken post here.[/QUOTE] I will be testing this soon
Sorry, you need to Log In to post a reply to this thread.