• How to create Portal 2 maps
    3,501 replies, posted
[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] Thanks, that helped. Kind of. The movie won't display, but the blank screens do..
[QUOTE=Smashman;29623594]How do you get the world Portals working? Send me your vmf and I'll see if I can fix up your problem.[/QUOTE] I made two linked_portal_door 's, named them "moonportal1" and "moonportal2", then created a logic_auto that opens them both on spawn. Yeah, I think they should be open by default too. Anyway, here's my VMF (sans-instances): [url]http://chrisknyfe.net/dumptruck/ckplayground.vmf[/url]
[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] It's the skybox texture that buggers it up. Just using blacksky and it works fine. Rather odd.
[QUOTE=Smashman;29625450]It's the skybox texture that buggers it up. Just using blacksky and it works fine. Rather odd.[/QUOTE] I gathered that much, but I don't want to use sky_black, which prevents the env_sun from showing. I'll keep playing around with the VMT's, maybe I can create a custom skybox texture that will work better. EDIT: so I downloaded some custom skyboxes from FPS Banana, and changed those VMT's to use the UnlitGeneric shader instead of the Sky shader. env_sun still doesn't show, but at least I have a bearable outdoor skybox.
[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] Yeah, that's been driving me insane. I know it's a bizarre workaround, but I've found that selecting the entire map and moving it two or three units from where it currently is makes those errors just suddenly disappear. No idea why, but it (usually) works. EDIT: Does anyone have an exit elevator room prefab sitting around? If not, I'll just edit the entrance prefab and then I'll upload it for people to use.
Can someone please tell me how the bloody hell do I make a skybox. -.-
[QUOTE=bl8demast3r;29626667]Can someone please tell me how the bloody hell do I make a skybox. -.-[/QUOTE] Do you want to make a skybox, or skybox texture? skybox textures can be made in a program called Terragen [url]http://developer.valvesoftware.com/wiki/Skybox_(2D[/url])
*sigh* I keep getting this bug where I can't place portals on portable surfaces. It's annoying the hell out of me. Dammit Valve, hurry up with the actual SDK lol
[QUOTE=raccoon2112;29626727]Do you want to make a skybox, or skybox texture? skybox textures can be made in a program called Terragen [url]http://developer.valvesoftware.com/wiki/Skybox_(2D)[/url][/QUOTE] [url]http://developer.valvesoftware.com/wiki/Skybox_(2D)[/url] Fix'd
Can someone please tell me how to view the Portal 2 Models in the Alien Swarm Model Viewer?
You open the model, in the model viewer! [editline]5th May 2011[/editline] If you haven't set up the SDK,there is this. [url]http://forums.tf2maps.net/showthread.php?t=16903[/url]
I get an error loading model when trying to load a model
Did you run the .bat?
[QUOTE=Smashman;29627289]Did you run the .bat?[/QUOTE] and there's the problem, the tutorial I read just said to place it in the models folder, never said anything about running it.
.bats need to run. That's crazy talk.
[QUOTE=LilRobot;29624582]Thanks, that helped. Kind of. The movie won't display, but the blank screens do..[/QUOTE] I wrote that tutorial, so I can probably help you. Did you adapt the script so that it has a movie for your elevator? Also, did you align the moviescreens? [editline]5th May 2011[/editline] I have uploaded a elevator prefab with working screens.
There's another Portal 2 SDK tutorial out there that tells you to change _only_ your Game Directory to $SteamUserDir\portal 2\portal2, and putting the portal2.fgd in $SteamUserDir\alien swarm\bin, so you don't have to copy over any of the models/materials to the alien swarm folder. I remember that when I did this it fixed a bug where portal 2 entities wouldn't load properly within func_instances.
How can I destroy a cube/ball when it hits water?
Make a trigger_multiple in the water with the outputs: [code] OnStartTouch !activator Fizzle [/code] THis requires the trigger to have a filter but it works...
I like.. LOVE P2 STYLE! [img]http://img819.imageshack.us/img819/6366/2011050500001n.jpg[/img] [img]http://img835.imageshack.us/img835/1046/2011050500002.jpg[/img] I am a little bit crazy
[QUOTE=dije;29628911]Make a trigger_multiple in the water with the outputs: [code] OnStartTouch !activator Fizzle [/code] THis requires the trigger to have a filter but it works...[/QUOTE] What do you mean with filter? just putting the trigger, with that output doesn't work.
[QUOTE=robbiedobbie;29629376]What do you mean with filter? just putting the trigger, with that output doesn't work.[/QUOTE] It should work with OnStartTouch !activator [b]Dissolve[/b]
[QUOTE=robbiedobbie;29629376]What do you mean with filter? just putting the trigger, with that output doesn't work.[/QUOTE]Oh I forgot to say that you need to check some flags...
Got it working :D just use flag physics object :D
Demolisher, can you make some tutorial on mapping please :3?
So I have a .vmf of crushers. I put a few func_instances in my map, and they crush at the same time. How do I make a small delay between them without having to edit the .vmf ?
How to make the fizzler to not fizzle the fizzler.mdl?
[QUOTE=Archy18;29631477]How to make the fizzler to not fizzle the fizzler.mdl?[/QUOTE] wow, wait. Your fizzler fizzles itself?
well the fizzler if i put it to everything in falgs it fizzles the prop_dynamic fizzler_dynamic.mdl ...
that's weird, why would it fizzle itself :S [editline]5th May 2011[/editline] Does anyone know why info_overlay won't show up :S
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