[QUOTE=Jetamo;29613586]Aye, but for the sheer amount of simple "let's take co-op and add new maps/mechanics!" mods, it'd be perfect.[/QUOTE]
I like the idea, but I think it is useless, because I saw a few menus what look like those functions, so maybe valve is planning an update with modsupport in that way ;)
Hello, I have problem with moving wall, I wanted to make crusher as a wall. I used: func_tracktrain, path_track x2
But my wall-crusher is in another place, on center of map. and coming to last path_track. I set first path but I wont catch it.
[img]http://img861.imageshack.us/img861/6674/beztytuuhc.jpg[/img]
[QUOTE=robbiedobbie;29613766]I like the idea, but I think it is useless, because I saw a few menus what look like those functions, so maybe valve is planning an update with modsupport in that way ;)[/QUOTE]
But Valve wouldn't implement it like I said. That'd be only for map-packs, not actual sourcemods with new code etc.
I'm surprised no one has attempted a 1950s aperture map yet.
[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:
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]
Here is the gameinfo Ive been using for a few weeks now.
[code]"GameInfo"
{
"game" "Factum Solus: Episode Two"
"title" ""
GameData "portal2.fgd"
SupportsDX8 0
"FileSystem"
{
"SteamAppId" "620"
"ToolsAppId" "211"
"SearchPaths"
{
"Game" "|gameinfo_path|."
"Game" "portal2"
}
}
}
[/code]
What we can do is replace stuff like scripts and resource files. Change text in the menu for example. And add maps. But we can not overwrite material files, which is the biggest problem right now. Otherwise we can do pretty much everything.
For those who do not know, its the .vpk system preventing us from replacing material files. I'm pretty sure we will get the kind of addon system L4D2 has for shipping maps. Nothing more. Which sucks.
[editline]4th May 2011[/editline]
Dont try to go around this in anyway, unless people know how to hack the vpk system somehow
[editline]4th May 2011[/editline]
to allow us to replace materials
Why does my hammer always crash when I minimize it?
BTW somebody find way to fix that thing when on long distanse wall dissappear?
PS: ITs look like - More details on map - shorter distanse to stuff dissapper... Mystery
I really want to map, but i will wait for the SDK.
[QUOTE=Fearlezz;29615450]Here is the gameinfo Ive been using for a few weeks now.
[code]"GameInfo"
{
"game" "Factum Solus: Episode Two"
"title" ""
GameData "portal2.fgd"
SupportsDX8 0
"FileSystem"
{
"SteamAppId" "620"
"ToolsAppId" "211"
"SearchPaths"
{
"Game" "|gameinfo_path|."
"Game" "portal2"
}
}
}
[/code]
What we can do is replace stuff like scripts and resource files. Change text in the menu for example. And add maps. But we can not overwrite material files, which is the biggest problem right now. Otherwise we can do pretty much everything.
For those who do not know, its the .vpk system preventing us from replacing material files. I'm pretty sure we will get the kind of addon system L4D2 has for shipping maps. Nothing more. Which sucks.
[editline]4th May 2011[/editline]
Dont try to go around this in anyway, unless people know how to hack the vpk system somehow
[editline]4th May 2011[/editline]
to allow us to replace materials[/QUOTE]
I started looking into this stuff today. Tomorrow I will try to find a solution for the materials.
Does anyone know why this is happening to some of the lights?
[img]http://img715.imageshack.us/img715/963/e3propulsion0002.jpg[/img]
[QUOTE=Fearlezz;29615450]Here is the gameinfo Ive been using for a few weeks now.
[code]"GameInfo"
{
"game" "Factum Solus: Episode Two"
"title" ""
GameData "portal2.fgd"
SupportsDX8 0
"FileSystem"
{
"SteamAppId" "620"
"ToolsAppId" "211"
"SearchPaths"
{
"Game" "|gameinfo_path|."
"Game" "portal2"
}
}
}
[/code]
What we can do is replace stuff like scripts and resource files. Change text in the menu for example. And add maps. But we can not overwrite material files, which is the biggest problem right now. Otherwise we can do pretty much everything.
For those who do not know, its the .vpk system preventing us from replacing material files. I'm pretty sure we will get the kind of addon system L4D2 has for shipping maps. Nothing more. Which sucks.
[editline]4th May 2011[/editline]
Dont try to go around this in anyway, unless people know how to hack the vpk system somehow
[editline]4th May 2011[/editline]
to allow us to replace materials[/QUOTE]
Why would you want to override materials though? That causes all sorts of weird problems, just add your own, I mean it's as simple as putting it in the game folder.
Damn thing keeps turning whole map into a fucking func_detail, disregarding compile parameters, and then it whines about leaks. I kinda fixed this with cordon tool, but I would like to know if there's more efficient way to fix that. I'll be honest: I'm lazy to read 55 pages to find nothing, so would anyone be so kind to help me out with this?
[QUOTE=krassell;29617904]Damn thing keeps turning whole map into a fucking func_detail, disregarding compile parameters, and then it whines about leaks. I kinda fixed this with cordon tool, but I would like to know if there's more efficient way to fix that. I'll be honest: I'm lazy to read 55 pages to find nothing, so would anyone be so kind to help me out with this?[/QUOTE]
Remove -alldetail and then compile in expert mode. That's all there is to it, the latter part is probably your problem.
Going back to the subject of the test chamber info panels. I had an idea on how they can distributed easily. It shouldnt be too hard to write a generic batch file people can include with thier mods. The batch file could be used to create a new line and then input the info starting at the third line from the bottom of the text file. In theory it should be really simple to pull off.
[QUOTE='[CPC] Halvor;29616417']Does anyone know why this is happening to some of the lights?
[img_thumb]http://img715.imageshack.us/img715/963/e3propulsion0002.jpg[/img_thumb][/QUOTE]
check the compile log to see if there are any props that are "out of the map". Thats what i usually see when stuff like this happens. No idea why it happens though, because my map will be perfectly sealed and it will still say that it is "out of the map".
[QUOTE=turk645;29618481]Going back to the subject of the test chamber info panels. I had an idea on how they can distributed easily. It shouldnt be too hard to write a generic batch file people can include with thier mods. The batch file could be used to create a new line and then input the info starting at the third line from the bottom of the text file. In theory it should be really simple to pull off.[/QUOTE]
I could write a batchfile in like 5 minutes or so. But it's much neater to use mods, since they don't change anything from the official game.
[QUOTE=robbiedobbie;29618846]I could write a batchfile in like 5 minutes[/QUOTE]
I've only ever done the real simple batch file stuff. :P I've been googling to try and find the proper commands i need to use. The batch file method should easily solve the problem till a more offical way is made.
I'm on my phone ATM, but I will give you the batch tomorrow (it's 00:18 in my place). We already have the neater way. See a few posts above (the modsystem).
[QUOTE=Fearlezz;29615450]Here is the gameinfo Ive been using for a few weeks now.
"GameInfo"
{
"game" [b]"Factum Solus: Episode Two"[/b]
"title" ""
GameData "portal2.fgd"
SupportsDX8 0
"FileSystem"
{
"SteamAppId" "620"
"ToolsAppId" "211"
"SearchPaths"
{
"Game" "|gameinfo_path|."
"Game" "portal2"
}
}
}
[/code]
[/Quote]
:smile:
I've got the urge to make a Portal 2 map but for the life of me I can't come up with any good puzzle ideas :smithicide:
I've been poking around the scripts some. It's going to be interesting to see what people come up with when they start to take advantage of them. Hub maps seem easier than i expected them to be once i started following the data around. I'm still looking into the level select screens though. Should be interesting to get them working with custom maps and names on them.
[QUOTE=crazymonkay;29618525]check the compile log to see if there are any props that are "out of the map". Thats what i usually see when stuff like this happens. No idea why it happens though, because my map will be perfectly sealed and it will still say that it is "out of the map".[/QUOTE]
This was happening to me earlier. It's only with the glasscover lights. Seriously, I spent like an hour redesigning an area, making it 100% sure that it was sealed, and still, the "out of map" error.
I think that the compiler is thinking that if the glasscover is breaching any brushes at all, it assumes it isn't in the map.
[QUOTE=ForbiddenDonut;29620460]This was happening to me earlier. It's only with the glasscover lights. Seriously, I spent like an hour redesigning an area, making it 100% sure that it was sealed, and still, the "out of map" error.
I think that the compiler is thinking that if the glasscover is breaching any brushes at all, it assumes it isn't in the map.[/QUOTE]
It's because of unused keyvalues, press Alt-P, click on where it says "X entity has unused keyvalue", and hit "Fix (All of Type)", should compile fine.
So absolutely nobody knows how to make the round elevator screens work? ;c
[QUOTE=LilRobot;29622104]So absolutely nobody knows how to make the round elevator screens work? ;c[/QUOTE]
There's a tutorial about it on the wiki: [url]http://wiki.p2mods.com/index.php?title=In-Game_Movies[/url]
On a different note, has anyone figured out how to initialize speech by Cave Johnson without the use of ambient_generic? I know in Portal's SDK, Valve used a generic_actor and a logic_choreograph_scene, but it seems they changed their method in Portal 2. They still use the generic actor, but it seems they are using RunScriptCode to trigger the sound scripts and I can't seem to get to work.
[QUOTE=ForbiddenDonut;29622319]There's a tutorial about it on the wiki: [url]http://wiki.p2mods.com/index.php?title=In-Game_Movies[/url]
On a different note, has anyone figured out how to initialize speech by Cave Johnson without the use of ambient_generic? I know in Portal's SDK, Valve used a generic_actor and a logic_choreograph_scene, but it seems they changed their method in Portal 2. They still use the generic actor, but it seems they are using RunScriptCode to trigger the sound scripts and I can't seem to get to work.[/QUOTE]
You kind of answered your own question there. They use scripts to run a lot of things. Most, if not all, scripts are easily found in the script/vscript folder. Try to find the ones they call for the map you are looking at and try to understand them more.
I got the rockets to have knockback and leave fire, buttttt
it only works 80% of the time (thx to the source engine).
is there a way to stop a child object dieing when the parent object dies, (thx to the source engine), rockets don't have an "onexplode" output so that's out of the question.
This is now starting to piss me off.
[img]http://img98.imageshack.us/img98/5089/mainckplayground0001.jpg[/img]
Yes, that's a world portal to another room right there. Skybox texture is sky_l4d_c4m1_hdr, the only decent-looking skybox that seems to be packaged with Portal 2.
[QUOTE=Chrisknyfe;29623366]This is now starting to piss me off.
[img_thumb]http://img98.imageshack.us/img98/5089/mainckplayground0001.jpg[/img_thumb]
Yes, that's a world portal to another room right there. Skybox texture is sky_l4d_c4m1_hdr, the only decent-looking skybox that seems to be packaged with Portal 2.[/QUOTE]
How do you get the world Portals working?
Send me your vmf and I'll see if I can fix up your problem.
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