Ah thats right I did add the model. I didnt notice since I added all Portal and HL2 stuff to remove errors.
Thanks for the extra info though, Im gonna try and fix the errors through portals and in catcher.
Edit:
Yeah you found it. The part I was missing were the models/effects. I had everything else right.
[QUOTE=Karmah;29669008]Alright I got it fully working, thanks for your help. It seems I had only the things which you were missing.
In total, this is what I grabbed and it goes through the portals fine and has it's proper model for when held in the catcher.
Material files:
[code]
This first bunch are files in the directory: materials\effects\
comball\comball.vtf
eball_finite_life.vmt
eball_infinite_life.vmt
ember_swirling001.vmt
ember_swirling001.vtf
energyball.vmt
energyball.vtf
energysplash.vmt
energysplash.vtf
The next are in: materials\models\effects\
comball_glow1.vmt
comball_glow1.vtf
comball_glow2.vmt
comball_glow2.vtf
comball_sphere.vmt
comball_sphere.vtf
comball_tape.vmt
comball_tape.vtf
The next are in: materials\sprites\
combineball_glow_black_1.vmt
combineball_glow_black_1.vtf
combineball_glow_blue_1.vmt
combineball_glow_blue_1.vtf
combineball_glow_red_1.vmt
combineball_glow_red_1.vtf
combineball_trail_black_1.vmt
combineball_trail_black_1.vtf
combineball_trail_blue_1.vmt
combineball_trail_blue_1.vtf
combineball_trail_red_1.vmt
combineball_trail_red_1.vtf
lgtning.vmt
lgtning.vtf
track_beam.vmt
track_beam.vtf
bubble.vmt
bubble.vtf
gunsmoke.vmt
gunsmoke.vtf
physring1.vmt
physring1-.vtf
[/code]Model files:
[code]
In models\effects\ folder
combineball.dx80.vtx
combineball.dx90.vtx
combineball.mdl
combineball.sw.vtx
combineball.vvd
[/code]That's all I have, I may have grabbed a few extra files that looked important, but regardless it doesn't seem to conflict with anything, and the ball looks fine. The only thing that doesn't work is sounds, despite the fact that I copied them to the folder it's telling me that they are missing from.
If you want I can grab a screenshot, but the levels are a mess and missing textures everywhere.[/QUOTE]
custom sounds give that error in portal 2. You have to pack them with the bsp, otherwise the game doesn't find them.
Just started my second map, Experimented with envoiroments similar to wheatleys chambers and learning all about physics!!
[url]http://www.youtube.com/watch?v=i7fdhXT-M5o[/url]
I think it looks pretty sexy tbh.
[QUOTE=RJK 616;29669103]Just started my second map, Experimented with envoiroments similar to wheatleys chambers and learning all about physics!!
[media]http://www.youtube.com/watch?v=i7fdhXT-M5o[/media]
I think it looks pretty sexy tbh.[/QUOTE]
use "media" instead of "youtube"
[editline]21th December 2012[/editline] This is lookin quite good, but i think you might need some more light sources.
[editline]7th May 2011[/editline]
[QUOTE=noladu95;29668975]Please mappers create this [url]http://www.youtube.com/watch?v=FHCvSQhVUzc&feature=player_detailpage#t=61s[/url] :)[/QUOTE]
well, two testchambers is being made, Me and D3M0L1$H3R's maps, and two of those are actually in Portal2 (just a bit redesigned), only the last map isn't made, or under progress...
[editline]7th May 2011[/editline]
there is no tutorial for crushers here: [url]http://wiki.p2mods.com/index.php?title=Tutorials[/url] somebody should make one
[QUOTE=RJK 616;29669103]Just started my second map, Experimented with envoiroments similar to wheatleys chambers and learning all about physics!!
I think it looks pretty sexy tbh.[/QUOTE]
I agree with Halvor that you'll need more light sources. What light did you use for the spotlights? Is it a env_projectedtexture?
I've experimented with initially dark light spots which are turned on sequentially after some puzzle is solved, but there are some quirks to them (as noted in the valve developer wiki).
[QUOTE=alceta;29669732]I agree with Halvor that you'll need more light sources. What light did you use for the spotlights? Is it a env_projectedtexture?
I've experimented with initially dark light spots which are turned on sequentially after some puzzle is solved, but there are some quirks to them (as noted in the valve developer wiki).[/QUOTE]
Yeah, i got some more light sources in there now. The video was just to show the collapsing wall which i was pretty proud of, being such an amateur. And yes it was an Projected Texture
Speaking of which, Is there a way to change the brightness of the light emmiting textures
[QUOTE=RJK 616;29669828]Yeah, i got some more light sources in there now. The video was just to show the collapsing wall which i was pretty proud of, being such an amateur. And yes it was an Projected Texture
Speaking of which, Is there a way to change the brightness of the light emmiting textures[/QUOTE]
Are the walls actual physics or prop animation?
[QUOTE='[CPC] Halvor;29669157']
there is no tutorial for crushers here: [url]http://wiki.p2mods.com/index.php?title=Tutorials[/url] somebody should make one[/QUOTE]
I will try to copy the one on Valve Developement,all credit go to them,i hope it will help people that doesn't look at the Valve Developement wiki
Oh and i will add the shredder too
PS : It's added !
Which is the not broken model of glass_break_42x55_d.mdl ??
[QUOTE=acren;29670189]Are the walls actual physics or prop animation?[/QUOTE]
Physics.
I NEED HALPS.
I want my spawned cube to shoot upwards out of a vent, I have A trigger_push all the way along it but i don't think it can handle the weight of the cube as it just stays kinda hovering in place. I've looked in the flags and set the speed higher but i can't get any results
I hate panel animations interrupting eachother. Looks terrible.
Is this possible with logic:
[code]
When button is pressed, buttonpressed = 1.
When button is unpressed, buttonpressed = 0.
When paneldoor is opened, dooropen = 1.
When paneldoor is closed, dooropen = 0.
Every 2 seconds:
if buttonpressed = 1
{
if dooropen = 0
{
open paneldoor
}
}
else
{
if dooropen = 1
{
close paneldoor
}
}
[/code]In theory this should work to smoothen out the panel animations, but I have no idea how to actually do this with logic.
I added both Crushers and Shredder Tutorials (by Jzbradley) on the Portal 2 Wiki Tutorials.
[QUOTE=Archy18;29670334]Which is the not broken model of glass_break_42x55_d.mdl ??[/QUOTE]
Hmm... weird, I filtered 42x55 in the modelviewer, and nothing else than that came up, seems like there is no model of the glass not broken.
[editline]7th May 2011[/editline]
[QUOTE=acren;29670535]I hate panel animations interrupting eachother. Looks terrible.
Is this possible with logic:
[code]
When button is pressed, buttonpressed = 1.
When button is unpressed, buttonpressed = 0.
When paneldoor is opened, dooropen = 1.
When paneldoor is closed, dooropen = 0.
Every 2 seconds:
if buttonpressed = 1
{
if dooropen = 0
{
open paneldoor
}
}
else
{
if dooropen = 1
{
close paneldoor
}
}
[/code]In theory this should work to smoothen out the panel animations, but I have no idea how to actually do this with logic.[/QUOTE]
disable the button for two seconds after press,
onpressed !self disable none 0.00
onpressed !self enable none 2.00
[editline]7th May 2011[/editline]
[QUOTE=RJK 616;29670484]Physics.
I NEED HALPS.
I want my spawned cube to shoot upwards out of a vent, I have A trigger_push all the way along it but i don't think it can handle the weight of the cube as it just stays kinda hovering in place. I've looked in the flags and set the speed higher but i can't get any results[/QUOTE]
use a trigger_catapult inside? or if you mean a pipe that cubes just go trough, you could use a func_tracktrain inside the cube that the cube is parented to.
[QUOTE='[CPC] Halvor;29670651']
disable the button for two seconds after press,
onpressed !self disable none 0.00
onpressed !self enable none 2.00
[/QUOTE]
Unfortunately that doesn't actually do anything, just makes the button disappear for 2 seconds. (But even using a logic_relay, it wouldnt work)
The problem is that the door can be triggered to close before it has been fully opened, or vice versa. To fix this I need some way of delaying the trigger if the door is still opening or closing, but not removing it completely.
[QUOTE=acren;29670765]Unfortunately that doesn't actually do anything, just makes the button disappear for 2 seconds. (But even using a logic_relay, it wouldnt work)
The problem is that the door can be triggered to close before it has been fully opened, or vice versa. To fix this I need some way of delaying the trigger if the door is still opening or closing, but not removing it completely.[/QUOTE]
hmm, I haven't actually tried the thing i said to you with the prop_button, it would have worked with the portal 1 button setup though, you could make it that way
[editline]7th May 2011[/editline]
I found the reason to the map error, when some parts of the map long away won't render!!!
In $vis_exe change the -radius_override to something bigger than the mapsize instead of 2500 ;D
This might be late, IDK...
Can somebody make a tutorial on how to make indicators?
[QUOTE='[CPC] Halvor;29670872']
I found the reason to the map error, when some parts of the map long away won't render!!!
In $vis_exe change the -radius_override to something bigger than the mapsize instead of 2500 ;D
This might be late, IDK...[/QUOTE]
Just remove the command...
[QUOTE=Woovie;29668281]Whoa. I remember you from Halomods.com I was jordanimal. We collab'd a few times IIRC. Nice to see you're still around. I was always impressed with your work. Also, these futbols.. Are they included assets that are unused ?[/QUOTE]
Yeah, the futbols are just an unused assest. :P Anyone can use them if they add them to their fgd.
Mu Second map so far~ [url]http://www.mediafire.com/?22j5lcpmq87jzzv[/url]
Its like Co-OP without the CO!
[QUOTE=damagepy;29648732]I'm done with my first map, and I'm posting its [b]VMF[/b] source too, so others can maybe learn from it (buttons, gels, lift props, sounds, etc):
download:
[url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01.zip[/url]
hammer source:
[url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01_source.zip[/url]
[img_thumb]http://heroes.hardwired.hu/-/portal/portal2/por2_damagepy_01.jpg[/img_thumb][/QUOTE]
very nice! was pretty cool had lots of props :P
also question how did you get your laser reflection cubes to work?
mine just look like plain cubes ingame but in hammer its reflection cube...
[QUOTE=Neet;29672302]very nice! was pretty cool had lots of props :P
also question how did you get your laser reflection cubes to work?
mine just look like plain cubes ingame but in hammer its reflection cube...[/QUOTE]
Add a prop_weighted_cube, set it the type reflection and set also the model to reflection cube. That should do.
[QUOTE=RJK 616;29672227]Mu Second map so far~ [url]http://www.mediafire.com/?22j5lcpmq87jzzv[/url]
Its like Co-OP without the CO![/QUOTE]
Screenshots would be great
[QUOTE=acren;29672587]Screenshots would be great[/QUOTE]
There is a video of it on the page beforehand if you'd look.
[QUOTE=acren;29672587]Screenshots would be great[/QUOTE]
Its dark as hell and the water doesnt cause damage.
Please write here a clear and fast tutorial on how to make the indicator material work with the info_overlay
[editline]7th May 2011[/editline]
Did somebody create the coop reassembly place?
[media]http://www.youtube.com/watch?v=GHL9mJKT6pU[/media]
Current progress on my map. Could use brightening up, but i want to make this room look disused and forgotten so i have to make do with external lighting
[QUOTE=RJK 616;29673900][media]http://www.youtube.com/watch?v=GHL9mJKT6pU[/media]
Current progress on my map. Could use brightening up, but i want to make this room look disused and forgotten so i have to make do with external lighting[/QUOTE]
Very nice at the beginning with the box ;)
[QUOTE=RJK 616;29673900][media]http://www.youtube.com/watch?v=GHL9mJKT6pU[/media]
Current progress on my map. Could use brightening up, but i want to make this room look disused and forgotten so i have to make do with external lighting[/QUOTE]
That's pretty fucking cool. What does the laser do, though?
[QUOTE=evlbzltyr;29674940]That's pretty fucking cool. What does the laser do, though?[/QUOTE]
It opens a barrier to the cube switch by passing a cube through it, it's kinda like an anticheat. You have to do it the hard way instead of bypassing the maze by shooting a portal at the bottom and going straight to the button
guys, it may just be me, but all of the other water materials work fine, you don't have to just use laser_over_goo
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