I'm a complete noob at this but the .fgd is kind of a file where this guy put in all the available entities so we could find/use them. Right?
[QUOTE=Killuah;29352320]I'm a complete noob at this but the .fgd is kind of a file where this guy put in all the available entities so we could find/use them. Right?[/QUOTE]
Pretty much.
How come we have to use the alien swarm SDK? I made a quick testing map in the normal SDK and that worked.
Or you can just rate me dumb and not answer me, that's cool.
I can't export my map.
When it finishes compiling it say's - Empty map.
Anonyone know how to fix this?
[QUOTE=TheTailor25;29352460]I can't export my map.
When it finishes compiling it say's - Empty map.
Anonyone know how to fix this?[/QUOTE]
remove -alldetail in expert mode I think it is
[QUOTE=PieClock;29352163]I seem to have a problem with your fgd
I made this quick video to demonstrate the main problems I'm having.
[media]http://www.youtube.com/watch?v=I2l8VdHziS8&feature=youtube_gdata[/media]
The most noticeable one is the cube destroying itself when it touches anything, however the video also shows a disabled env_portal_laser which is actually enabled in hammer. It also breaks the same entities that were from copy pasting from official maps when this is loaded.
Is anyone else having this problem, or am I doing something wrong?[/QUOTE]
Yeah I know. I thought I fixed that thing with the lasers, I'll look again. I'm still working on the cube though, I have no idea why it's doing that.
It's the first time I've ever written an FGD, so there's bound to be some mistakes.
Edit: Lasers now officially work properly. Looking at the button, it appears the collision model for it is 90 degrees wrong (according to Hammer), investigating.
Expert mode ? What?
[QUOTE=PieClock;29352163]I seem to have a problem with your fgd
I made this quick video to demonstrate the main problems I'm having.
[media]http://www.youtube.com/watch?v=I2l8VdHziS8&feature=youtube_gdata[/media]
The most noticeable one is the cube destroying itself when it touches anything, however the video also shows a disabled env_portal_laser which is actually enabled in hammer. It also breaks the same entities that were from copy pasting from official maps when this is loaded.
Is anyone else having this problem, or am I doing something wrong?[/QUOTE]
Easy fix for the laser is to just run the "turnon" output at the start of the map with "logic_auto".
Also, I seem to be having a problem of my own. I made a map with an info_paint_sprayer that's turned on by a prop_button, but whenever I run the "Start" output, Portal 2 crashes. Even tried copying one from a Portal 2 map and simply changing the gel type and it still fails.
[QUOTE=Kyo;29352607]Easy fix for the laser is to just run the "turnon" output at the start of the map with "logic_auto".
Also, I seem to be having a problem of my own. I made a map with an info_paint_sprayer that's turned on by a prop_button, but whenever I run the "Start" output, Portal 2 crashes. Even tried copying one from a Portal 2 map and simply changing the gel type and it still fails.[/QUOTE]
I have same problem with gels.
[QUOTE=TheTailor25;29352499]Expert mode ? What?[/QUOTE]
Down the bottom on the run map, if your using Alien Swarm SDK bottom right should say expert
Am I wrong when it seems to me that static env_projectedtextures now have light bounces? Or you guys just put down classic static light entities to simulate that?
[QUOTE=Randdalf;29352496] it appears the collision model for it is 90 degrees wrong (according to Hammer), investigating.[/QUOTE]
Yeah, when I spawned a cube from the console so it didn't break there were no collisions at all with the button.
[QUOTE=PieClock;29352163]I seem to have a problem with your fgd
The most noticeable one is the cube destroying itself when it touches anything,
Is anyone else having this problem, or am I doing something wrong?[/QUOTE]
I am willing to bet it's because there is not "lit" box in the fgd? because it disappears about the point it would become lit on the button.
Cubes now work, and you can choose their type (which is hard-coded to change their model!) in the SmartEdit. [url]http://dl.dropbox.com/u/1085379/p2_draft.fgd[/url]
I'm still working on floor_buttons, they don't want to play nicely, and they still eat cubes (though not monster boxes).
[QUOTE=Jay-Jay3465;29352702]Down the bottom on the run map, if your using Alien Swarm SDK bottom right should say expert[/QUOTE]
Nope, still Empty Map.
Tell me please how to fix when you have fullbright and light in same time O_O
Does anyone know how I can get hammer to launch portal 2?
[QUOTE=sparky28000;29353067]Does anyone know how I can get hammer to launch portal 2?[/QUOTE]
It's much more efficient imo if you just keep Portal 2 open. If you're doing compiles frequently they shouldn't be very "big" compiles, and then you don't have to go through the rigermerole of waiting for the game to load, testing the map, closing the game, etc.
[QUOTE=sparky28000;29353067]Does anyone know how I can get hammer to launch portal 2?[/QUOTE]
change path to different game executable in the options menu?
[QUOTE=sparky28000;29353067]Does anyone know how I can get hammer to launch portal 2?[/QUOTE]
There is a way but I'd just keep it open, and then load map after compiling
[QUOTE=Randdalf;29353106]It's much more efficient imo if you just keep Portal 2 open. If you're doing compiles frequently they shouldn't be very "big" compiles, and then you don't have to go through the rigermerole of waiting for the game to load, testing the map, closing the game, etc.[/QUOTE]
I don't mind the loading but the copying of the map is getting annoying.
Great. When compiling in expert mode I get:
[code]
Valve Software - vbsp.exe (Aug 4 2010)
2 threads
materialPath: d:\spil\steam\steamapps\common\alien swarm\swarm\materials
Error opening d:\spil\steam\steamapps\*****\sourcesdk_content\hl2\mapsrc\portal2 portal2map:
File d:\spil\steam\steamapps\*****\sourcesdk_content\hl2\mapsrc\portal2\portal2map
line 1: No such file or directory.
Finished. Press a key to close.
[/code]
/removed
[QUOTE=sparky28000;29353135]I don't mind the loading but the copying of the map is getting annoying.[/QUOTE]
Tools > Options > Build Programs
Change $SteamUserDir\alien swarm\swarm\maps to $SteamUserDir\portal 2\portal2\maps
Is the aerial faith plate in the FGD? If so, what's the ent name?
[QUOTE=Netsc;29353306]Is the aerial faith plate in the FGD? If so, what's the ent name?[/QUOTE]
trigger_catapult, the actual faith plate is a prop_dynamic which is told to animate when the trigger activates.
<3 Thanks.
[QUOTE=Randdalf;29352992]Cubes now work, and you can choose their type (which is hard-coded to change their model!) in the SmartEdit. [url]http://dl.dropbox.com/u/1085379/p2_draft.fgd[/url]
I'm still working on floor_buttons, they don't want to play nicely, and they still eat cubes (though not monster boxes).[/QUOTE]
Wait , are there two .fgds going about?
Gah , this is going to be confusing
[QUOTE=Instant Mix;29353421]Wait , are there two .fgds going about?
Gah , this is going to be confusing[/QUOTE]
Mine is the only one I'm aware of... I'm just updating it a lot.
Buttons now work with collisions, so that's them done. I'm going to find tractor beam reversal, and co-op entities now. [url]http://dl.dropbox.com/u/1085379/p2_draft.fgd[/url]
Alright, i can't work it out, someone fancy writing a brief tutorial on how to set up aerial faith plates?
also, does anyone have the model name of those floor lights that are in the test chambers?
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