• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=Kaliber;29675231]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[/QUOTE] Thats the only texture that works for me, all the rest show up wierdly~
[img_thumb]http://filesmelt.com/dl/gel010022.jpg[/img_thumb] i don't remember the filename, but it's definitely different from laser_over_goo
Just this: [hd]http://www.youtube.com/watch?v=kb5_T4fyYog[/hd] Just, sereously... THIS!!! ;D
[media]http://img41.xooimage.com/files/f/d/4/icon_hammer-287f26f.jpg[/media] in bin folder of portal 2, copy all files to bin to swarm for tools mod, in launcher option : -tools -dev -nop4 edit : no functionnal :(
[QUOTE='[CPC] Halvor;29675999']Just this: [hd]http://www.youtube.com/watch?v=kb5_T4fyYog[/hd] Just, sereously... THIS!!! ;D[/QUOTE] Valve released it or somebody re made it.
[QUOTE=Archy18;29676473]Valve released it or somebody re made it.[/QUOTE] It was me, I made it -.-
[QUOTE='[CPC] Halvor;29676494']It was me, I made it -.-[/QUOTE] Congrats [editline]7th May 2011[/editline] I have a 128x128 block and i set to it the fizzler matrial which is 1024x1024. I need it to be 128x128 so i scale X and Y with 0.125, and it works, but when i want to shift the material it doesn't let me, i shift it compile and then the shift is 0 and 0 again. WTF
Just a quick question about P2Mods, what do you guys think the max upload size should be, as what would be enough for most mods?
What's the entity name for the futbol/explosive futbol?
is there some way to trigger something when a gelblob splashes on something?
Can someone help me out with my playground map? I'm trying to add an update, but when I compile, it says the map has a leak, even though the map clearly does not have any leaks at all. Any help with this?
[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] I also posted the source vmf, u can check anything
[QUOTE=LilRobot;29682459]Can someone help me out with my playground map? I'm trying to add an update, but when I compile, it says the map has a leak, even though the map clearly does not have any leaks at all. Any help with this?[/QUOTE] Have you checked the pointfile?
[media]http://img41.xooimage.com/files/0/8/e/ktf1-1_portal2bis0004-2882128.jpg[/media] for Kore Industries portal 2 version
I wish world portals didn't fuck up lasers and the portal HUD sprites :(
[QUOTE=LilRobot;29682459]Can someone help me out with my playground map? I'm trying to add an update, but when I compile, it says the map has a leak, even though the map clearly does not have any leaks at all. Any help with this?[/QUOTE] Check you're not using nodraw_footsteps to compile the map. Check you're not compiling with -alldetail on in expert settings. Check you're compiling in expert mode. Load the pointfile and see if there actually are any leaks.
[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 cool. I don't think it's too dark: many of the BTS moments with Wheatley were pretty dark, and I think this fits into that style. Great use of the excursion tunnel, too. How are you getting the walls to fall at the start? Are they prop_physics and being pushed by a trigger_push brush?
[QUOTE=ForbiddenDonut;29684548]Very cool. I don't think it's too dark: many of the BTS moments with Wheatley were pretty dark, and I think this fits into that style. Great use of the excursion tunnel, too. How are you getting the walls to fall at the start? Are they prop_physics and being pushed by a trigger_push brush?[/QUOTE] Probably just func_doors, at least that's the way I'd do it.
Okay, my map keeps telling me that the info_paint_sprayers are leaving leaks. No leaks nearby the paint sprayers. At all. So I ask you.. How the [b]fuck[/b] does a paint sprayer leak if it is not a brush?
How do you stop a panel arm animation halfway? I want a panel to go into a 45 degree angle and I'm assuming I can just stop the animation halfway to accomplish this.
Two questions, One: How do you create a sequence where both co-op players must be present in an area in order for a door to open? Like in the co-op maps where you stand in those transition rooms in between puzzles and the security camera looks at both of you then an indicator on the wall changes to a tick mark indicating you can proceed. Two: How do you create a laser sequence in which the prop_laser_relays must be activated along with the prop_laser_catcher in order for a door to open? [editline]7th May 2011[/editline] Also about the last one as far as I can tell it's not just setting up the relays and the catcher, because all it takes is for the catcher to be triggered and then the door will open, so obviously I'm missing a step or something to get the laser relays as a part of the sequence.
[QUOTE=J4censolo;29686218]Two questions, One: How do you create a sequence where both co-op players must be present in an area in order for a door to open? Like in the co-op maps where you stand in those transition rooms in between puzzles and the security camera looks at both of you then an indicator on the wall changes to a tick mark indicating you can proceed. Two: How do you create a laser sequence in which the prop_laser_relays must be activated along with the prop_laser_catcher in order for a door to open? [editline]7th May 2011[/editline] Also about the last one as far as I can tell it's not just setting up the relays and the catcher, because all it takes is for the catcher to be triggered and then the door will open, so obviously I'm missing a step or something to get the laser relays as a part of the sequence.[/QUOTE] Use a math_counter for the relays + catchers, And a trigger_playerteam + coop manager for the transition rooms
[QUOTE=ColossalSoft;29679390]What's the entity name for the futbol/explosive futbol?[/QUOTE] prop_exploding_futbol
[QUOTE=ForbiddenDonut;29684548]Very cool. I don't think it's too dark: many of the BTS moments with Wheatley were pretty dark, and I think this fits into that style. Great use of the excursion tunnel, too. How are you getting the walls to fall at the start? Are they prop_physics and being pushed by a trigger_push brush?[/QUOTE] The wall tiles are all Physboxes with flags set as motion disabled until i press the button, with a trigger push to make them fall forward. EDIT: [IMG]http://img717.imageshack.us/img717/9482/captureoa.png[/IMG] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] PLEASE tell me there is a far better way to make crushers then that posted on the VDC wiki, that shit is FAR to complicated for something that should be so simple ):
[QUOTE=RJK 616;29689143]The wall tiles are all Physboxes with flags set as motion disabled until i press the button, with a trigger push to make them fall forward. [/QUOTE] Interesting. It definitely has a neat effect. I have another physics-esque question, especially for anyone that has managed to get some form of the diversity vent working: [URL=http://imageshack.us/photo/my-images/857/sprepulsiongel010001.jpg/][IMG]http://img857.imageshack.us/img857/6438/sprepulsiongel010001.th.jpg[/IMG][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] I'm trying to get this vent to be a scenic component of this room by making it look like it's transporting an endless amount of repulsion gel. It's not going to go anywhere, but I'm trying to make this room more interesting. However, I can't seem to remove the gravitational curve of the gel in the vent, even with trigger_pushes. Any ideas?
PARADOX TIME! I will make a whole coop mappack filled with these: [media]http://www.youtube.com/watch?v=vi_VCRV4ZKw[/media]
I made one map that compiling for 40 mins.. Okay.. MADNESS
[QUOTE=krassell;29692947]PARADOX TIME! I will make a whole coop mappack filled with these: [media]http://www.youtube.com/watch?v=vi_VCRV4ZKw[/media][/QUOTE] World Portals work fine in SP, but as soon as there are more than 4, the world doesn't render properly anymore. So it's not really working in Coop; for me at least.
[QUOTE=krassell;29692947]PARADOX TIME! I will make a whole coop mappack filled with these: [media]http://www.youtube.com/watch?v=vi_VCRV4ZKw[/media][/QUOTE] 2nd one reminds me of the Gravity Hull Designator.
[QUOTE=krassell;29692947]PARADOX TIME! I will make a whole coop mappack filled with these: [media]http://www.youtube.com/watch?v=vi_VCRV4ZKw[/media][/QUOTE] Thats nifty as tits. :psypop:
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