• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=robbiedobbie;29610177]I made a video of my elevator wich has the working elevator movies ;) [media]http://www.youtube.com/watch?v=MDo35INsDLU[/media][/QUOTE] Still being processed
[QUOTE=Mio Akiyama;29610404]Still being processed[/QUOTE] I know, youtube is slow.
[QUOTE=robbiedobbie;29609290]I added a part to the wiki about the elevator screens. I will post a movie of the working screens in my map later ;)[/QUOTE] I've had them working for a while, flicker and all :P [media]http://cloud.steampowered.com/ugc/558654597315758842/80AC9FE5FFD11578E7E1AB0252D0CD5284229A36/?jpg[/media] Tell me about this way of distributing the files as a mod, sounds interesting.
I was talking about the movie screens in the elevator ;) You mean the infoboard ;) if you want to distribute it like a mod, you have to make a folder in steamapps/sourcemods with a file called gameinfo.txt gaminfo.txt: [code] "GameInfo" { game "Portal2: Custom Maps" title "Portal2: Custom Maps" type singleplayer_only nodifficulty 1 hasportals 1 developer "Robbiedobbie" developer_url "http://www.facepunch.com/members/412178-robbiedobbie" FileSystem { SteamAppId 620 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game portal2 Game hl2 } } } [/code] for example a custom map: normally you would place it in portal2/maps. Now you place it in [modfolder]/maps etc. that way, you don't have to overwrite anything. It's just like the mods in portal 1 etc, only now we don't know yet how to mod the game (exept some scripts and maps). It will also seperate the saves, so your stats won't be influenced by mods. It will show up as a seperate option in steam, after you restart steam. Only downside: you have to reinclude all the sounds you want to use and the campaign menu won't work.
[QUOTE=robbiedobbie;29610752]I was talking about the movie screens in the elevator ;) You mean the infoboard ;) if you want to distribute it like a mod, you have to make a folder in steamapps/sourcemods with a file called gameinfo.txt gaminfo.txt: [code] "GameInfo" { game "Portal2: Custom Maps" title "Portal2: Custom Maps" type singleplayer_only nodifficulty 1 hasportals 1 developer "Robbiedobbie" developer_url "http://www.facepunch.com/members/412178-robbiedobbie" FileSystem { SteamAppId 620 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game portal2 Game hl2 } } } [/code] for example a custom map: normally you would place it in portal2/maps. Now you place it in [modfolder]/maps etc. that way, you don't have to overwrite anything. It's just like the mods in portal 1 etc, only now we don't know yet how to mod the game (exept some scripts and maps). It will also seperate the saves, so your stats won't be influenced by mods. It will show up as a seperate option in steam, after you restart steam. Only downside: you have to reinclude all the sounds you want to use and the campaign menu won't work.[/QUOTE] Interesting, perhaps fixing the menus is something to look into.
Actually, I'm looking into it atm. Maybe I can get it working. [editline]4th May 2011[/editline] Well, couldn't find what makes it malfunction, so I'm digging in deeper (lua-scripts that is)
My SDK is saying that gameinfo.txt doesn't exist. What do I do? :frown:
[QUOTE=lew06;29611301]My SDK is saying that gameinfo.txt doesn't exist. What do I do? :frown:[/QUOTE] what were you doing, when you got the error?
[QUOTE=robbiedobbie;29611312]what were you doing, when you got the error?[/QUOTE] I've just followed the wiki to the letter and set up my SDK. Now when I try to run Hammer this happens: [IMG]http://i85.photobucket.com/albums/k55/lew-m-b06/1.png[/IMG] And if I click run anyway: [IMG]http://i85.photobucket.com/albums/k55/lew-m-b06/2.png[/IMG]
[QUOTE=lew06;29611401]I've just followed the wiki to the letter and set up my SDK. Now when I try to run Hammer this happens: [img_thumb]http://i85.photobucket.com/albums/k55/lew-m-b06/1.png[/img_thumb] And if I click run anyway: [img_thumb]http://i85.photobucket.com/albums/k55/lew-m-b06/2.png[/img_thumb][/QUOTE] it's C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2 just open the vconfig.exe wich is located here: C:\Program Files (x86)\Steam\steamapps\common\alien swarm\bin\vconfig.exe just hit edit and you should be able to change that without reinstalling or whatever
I had 2 ideas when it came to those files. Couldnt you just edit the prefab so it points at a different file? Say a copy of the script and just include it with your map file. This way people wont overwrite a file and it should still work with your map. My second idea is that couldnt you just use a program like pacrat or something to input your edited version of the script right inside the map itself?
I just had a idea. With mods. (The whole campaign crashing thing). Couldn't you just name the 'campaign intro file' to the same one that is used in portal 2 itself? That way it will always look for that file.
[QUOTE=Neddy;29611657]I just had a idea. With mods. (The whole campaign crashing thing). Couldn't you just name the 'campaign intro file' to the same one that is used in portal 2 itself? That way it will always look for that file.[/QUOTE] That's not the problem. The menu just won't work. (no items, when you click on something you get a black screen) [editline]4th May 2011[/editline] Does anybody know how I can make glass, without the ability of lasers shining through.
[QUOTE=robbiedobbie;29611701]That's not the problem. The menu just won't work. (no items, when you click on something you get a black screen) [editline]4th May 2011[/editline] Does anybody know how I can make glass, without the ability of lasers shining through.[/QUOTE] I havent tried myself but couldnt you just put an invisible clipping block in front of the glass?
[QUOTE=Techbot;29611455]it's C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2 just open the vconfig.exe wich is located here: C:\Program Files (x86)\Steam\steamapps\common\alien swarm\bin\vconfig.exe just hit edit and you should be able to change that without reinstalling or whatever[/QUOTE] Hammer opens! What a legend, much appreciated.
[QUOTE=turk645;29611526]I had 2 ideas when it came to those files. Couldnt you just edit the prefab so it points at a different file? Say a copy of the script and just include it with your map file. This way people wont overwrite a file and it should still work with your map. My second idea is that couldnt you just use a program like pacrat or something to input your edited version of the script right inside the map itself?[/QUOTE] It is possible for the movie script, but not for the info board stuff [editline]4th May 2011[/editline] [QUOTE=turk645;29611768]I havent tried myself but couldnt you just put an invisible clipping block in front of the glass?[/QUOTE] that didn't work
[QUOTE=robbiedobbie;29611701] Does anybody know how I can make glass, without the ability of lasers shining through.[/QUOTE] Realistically, most glass lets light through. That's why it appears transparent.
[QUOTE=lew06;29611771]Hammer opens! What a legend, much appreciated.[/QUOTE] I'm glad that I could help. :buddy:
[QUOTE=acren;29611904]Realistically, most glass lets light through. That's why it appears transparent.[/QUOTE] I will make it a wall then ;)
[QUOTE=robbiedobbie;29611701]That's not the problem. The menu just won't work. (no items, when you click on something you get a black screen) [editline]4th May 2011[/editline] Does anybody know how I can make glass, without the ability of lasers shining through.[/QUOTE] Just make a invisable texture in photoshop. Bring into hammer with the proper vmt properties then. Make a brush infront of the glass. Should do the trick. Also, The menus work fine for me. I just cant click 'New Game'
Here's my coop spawn :D [url]http://gamver.webs.com/portal2/coop_spawn.rar[/url]
I had an idea for a proposed "super-mod" for Co-op once they officially release the SDK. No doubt there will be hundreds of co-op and singleplayer mods, all having completely different lobbies, mechanics, etc. My idea was to tie all of these up into one mod(for co-op) so instead of having to make sure both you and your friend has "Jim's Portal 2 mod v2.01" or "Portal 2 Co-op mod! v1.05", all you'd require is "Portal 2 Co-op Contract Hub" mod. Basically all mod-makers would have to do is say email the mod-manager person, send the code/models etc, and they'd patch it into the mod. Ideally it'd be even better if said super-mod was Steamworks, so updates are immediately downloaded upon release. And of course, possible integration of Portal 2 Co-op hats and skins. In game, the story for having all these accessible in one lobby would be along the lines of "Aperture Science Contracted Test Chambers". Didn't think this bit too much, as it'd be better to just make it all work. Also, after typing this all out I've realized this sounds like Obsidian Conflict but for Portal 2. :V [editline]4th May 2011[/editline] Also this might sound extremely "ideas guy"...but I can map! Honest. >_>
well, for mods with a completely different storyline, that's not a real good idea. The autoupdate function would be great. When I was looking into menu files etc, I found a menu (don't remember what file anymore :( ) wich looks like a menu for downloading mods/mappacks (also unofficial dlc because it has a warning for virusses etc, in it), what would make this a bit pointless.
Please report if it does not work :| I didn't want to make you upset :(
[QUOTE=Smashman;29600520]Did you remove -alldetail? Also why did you change the sky? I'd change it back.[/QUOTE] Sorry for the late reply, but yeah, I removed -alldetail. And I didn't change anything, it just compiles like this. All I've done is made my map, I'd rather not fiddle around with the options and such (other than setting up the SDK for P2, of course).
[quote]WOW I found out that if you name your map as mp_coop_somename you will be able to play the coop map directly without the changelevel !!!![/quote] Actually... i posted that here: [url]http://wiki.p2mods.com/index.php?title=Co-Op_Spawn_room[/url] And that's my line: [quote]Also, please remember that you need to name your map propely. Ex. mp_coop_mymap Else way Co-Op mode won't work.[/quote] So you're a bit too late :P
[QUOTE=kamac;29613314]Actually... i posted that here: [url]http://wiki.p2mods.com/index.php?title=Co-Op_Spawn_room[/url] And that's my line: So you're a bit too late :P[/QUOTE] Sorry, I did not know that. I asked on forum but i did not get the answer.
Well, look on wiki then :P
[QUOTE=robbiedobbie;29612870]well, for mods with a completely different storyline, that's not a real good idea. The autoupdate function would be great. When I was looking into menu files etc, I found a menu (don't remember what file anymore :( ) wich looks like a menu for downloading mods/mappacks (also unofficial dlc because it has a warning for virusses etc, in it), what would make this a bit pointless.[/QUOTE] Aye, but for the sheer amount of simple "let's take co-op and add new maps/mechanics!" mods, it'd be perfect.
[QUOTE=Nephilim;29612953]Sorry for the late reply, but yeah, I removed -alldetail. And I didn't change anything, it just compiles like this. All I've done is made my map, I'd rather not fiddle around with the options and such (other than setting up the SDK for P2, of course).[/QUOTE] I'm having the exact same problem too, though I'm using sky_l4d_c4m1_hdr* as the skybox... with any of the other skybox textures, this doesn't happen. Did you port a hl2 skybox to portal 2? I can't find this or any other decent skybox texture for portal 2. EDIT: Huh, shouldn't I be getting skyboxes from source_materials.gcf?
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