• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=Jessecar96;29709094]yep, point_push entities work through portals, but not in portal 1 so valve must have added it for a reason[/QUOTE] [QUOTE=Wiki]Sucking through portals At the base of the vent add a point_push entity. Set the magnitude to -40 and the radius to 288.[/QUOTE] Hmm, interesting. That means that the pull effect is portalble. . Maybe a left over by Valve? Yeah the particle is easy. You make a point_template and env_entity_maker having the particle. you cover your map with portaldetectors, then you do the following outputs: OnStartTouchPortal -> particle -> Kill -> 0.00 OnStartTouchPortal -> env_entity_maker -> Forcespawnatentityorgin -> !activator 0.01 Again, you still need the garbage under the vent on what portal is under the vent or not, plus your maps are sloppy with portal detectors. :/ I updated Test Chamber 13 a bit. Improved the lighting and dirty up my props. . [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130005.jpg[/media] [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130007.jpg[/media] [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130006.jpg[/media] I will also edit my original post, because I removed the old ones. .
[QUOTE=reepblue;29709540]Hmm, interesting. That means that the pull effect is portalble. . Maybe a left over by Valve? Yeah the particle is easy. You make a point_template and env_entity_maker having the particle. you cover your map with portaldetectors, then you do the following outputs: OnStartTouchPortal -> particle -> Kill -> 0.00 OnStartTouchPortal -> env_entity_maker -> Forcespawnatentityorgin -> !activator 0.01 Again, you still need the garbage under the vent on what portal is under the vent or not, plus your maps are sloppy with portal detectors. :/ I updated Test Chamber 13 a bit. Improved the lighting and dirty up my props. . [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130005.jpg[/media] [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130007.jpg[/media] [media]http://media.desura.com/cache/images/members/1/303/302286/thumb_940x3000/portal2_p1-chamber130006.jpg[/media] I will also edit my original post, because I removed the old ones. .[/QUOTE] I just tested the vents a bit more and my tutorial must have been exactly how valve was going to do it because if there is a point_push on the other side of the portal it automaticly creates a particle effect at the opposite portal. You can see it a little in the video that i made [editline]8th May 2011[/editline] Heres a screenshot if you can see it a little, [media]http://gyazo.com/bb86be3a87fc99681bbe2c770bb373e5.png[/media]
[QUOTE=Jessecar96;29709574]I just tested the vents a bit more and my tutorial must have been exactly how valve was going to do it because if there is a point_push on the other side of the portal it automaticly creates a particle effect at the opposite portal. You can see it a little in the video that i made [editline]8th May 2011[/editline] Heres a screenshot if you can see it a little, [media]http://gyazo.com/bb86be3a87fc99681bbe2c770bb373e5.png[/media][/QUOTE] Interesting. I would assume that Valve would have just removed every bit of the vents out of the game. Thats why I just resorted porting my Collab work-a-rounds. I can't wait to give this a try. .
I often wonder why they removed the vents out of the game. It could have made for some pretty hilarious moments and puzzles. I guess maybe it was the consistency of the boxes/turrets being sucked through, but not the player themselves. It'll be interesting to see what players will do with them. I'm even interested in playing around with them. Has anyone tried to use them on actual players? Like chapter 5 in the single player, except in the context of a puzzle? That'd be something. Heh.
[QUOTE=ForbiddenDonut;29710069]I often wonder why they removed the vents out of the game. It could have made for some pretty hilarious moments and puzzles. I guess maybe it was the consistency of the boxes/turrets being sucked through, but not the player themselves. It'll be interesting to see what players will do with them. I'm even interested in playing around with them. Has anyone tried to use them on actual players? Like chapter 5 in the single player, except in the context of a puzzle? That'd be something. Heh.[/QUOTE] only problem is that they are somewhat limited. What you do with the vents is the same you do with a portal on a wall and droping an item into the other end on the floor from a high hight. Only difference is that the vents look cooler doing it :P.
[IMG]http://img830.imageshack.us/img830/2016/captureecc.png[/IMG] Why is this suddenly happening? Not even reinstalling has fixed it :/ It says I have like 3k models available but only shows the one currently used for the prop no matter what If i cant fix it i have to wait for the Real SDK *sadface*
Yeah, I need some help here. Am I missing something or are there no 45 degree panel arm animations? The closest I could find were the eyepeek animations but that puts my panel at a wider angle than 45 degrees. This is a problem since I want my panel to be able to support creating a light bridge ramp up to a platform but I haven't found any panel animations that allow that. Even if I were to work with the eyepeek animations, it seems to be part of a larger animation because it alters the original orientation of the panel arm, making it a huge pain to align correctly. The only thing I can think of is having the the panel set at a -45 degree angle and have the panel perform its 90 degree cornerback animation to achieve a 45 degree angle. But that just looks kind of sloppy as the panel wouldn't blend into the walls. Though if I can't find any other solutions I might have to just go with that method. Anyone got any advice?
I got a simple video of the modified video splitter script. I have 4 movies running on 40 screens each. [media]http://www.youtube.com/watch?v=ZysPocnZ3X8[/media]
[QUOTE=D4RkHaZz;29693089]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] Turn multicore off.
[QUOTE=Ross_C;29711801]Yeah, I need some help here. Am I missing something or are there no 45 degree panel arm animations? The closest I could find were the eyepeek animations but that puts my panel at a wider angle than 45 degrees. This is a problem since I want my panel to be able to support creating a light bridge ramp up to a platform but I haven't found any panel animations that allow that. Even if I were to work with the eyepeek animations, it seems to be part of a larger animation because it alters the original orientation of the panel arm, making it a huge pain to align correctly. The only thing I can think of is having the the panel set at a -45 degree angle and have the panel perform its 90 degree cornerback animation to achieve a 45 degree angle. But that just looks kind of sloppy as the panel wouldn't blend into the walls. Though if I can't find any other solutions I might have to just go with that method. Anyone got any advice?[/QUOTE] pitflings
So i'm the biggest idiot in the world. Model Viewer was showing no .Mdl files even though i had 3000 in the directory. Reinstalling did nothing, so i deleted my entire steam folder (Only have portal 2 so it's not that bad) and al my SDK files.. redownloaded them and nothing, Reinstalled my graphics drivers.. Finally about to give up, when i had the wierd idea to click on the filter text box and click Backspace. I had a "space" entered into the filter text box, filtering out anything without a space in it (everything). I actualy facepalmed so hard i made a noise.
[QUOTE=Ross_C;29711801]Yeah, I need some help here. Am I missing something or are there no 45 degree panel arm animations? The closest I could find were the eyepeek animations but that puts my panel at a wider angle than 45 degrees. This is a problem since I want my panel to be able to support creating a light bridge ramp up to a platform but I haven't found any panel animations that allow that. Even if I were to work with the eyepeek animations, it seems to be part of a larger animation because it alters the original orientation of the panel arm, making it a huge pain to align correctly. The only thing I can think of is having the the panel set at a -45 degree angle and have the panel perform its 90 degree cornerback animation to achieve a 45 degree angle. But that just looks kind of sloppy as the panel wouldn't blend into the walls. Though if I can't find any other solutions I might have to just go with that method. Anyone got any advice?[/QUOTE] Use different panel model. That's your only hope.
[QUOTE=RJK 616;29714206]So i'm the biggest idiot in the world. Model Viewer was showing no .Mdl files even though i had 3000 in the directory. Reinstalling did nothing, so i deleted my entire steam folder (Only have portal 2 so it's not that bad) and al my SDK files.. redownloaded them and nothing, Reinstalled my graphics drivers.. Finally about to give up, when i had the wierd idea to click on the filter text box and click Backspace. I had a "space" entered into the filter text box, filtering out anything without a space in it (everything). I actualy facepalmed so hard i made a noise.[/QUOTE] i'm so sorry, and i 100% feel your pain, but.... HAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHHAHAH i love you <3 ;)
[QUOTE=RJK 616;29711346][img_thumb]http://img830.imageshack.us/img830/2016/captureecc.png[/img_thumb] Why is this suddenly happening? Not even reinstalling has fixed it :/ It says I have like 3k models available but only shows the one currently used for the prop no matter what If i cant fix it i have to wait for the Real SDK *sadface*[/QUOTE] Scroll up on the top list and click all mods
[QUOTE=Clinexx;29714865]i'm so sorry, and i 100% feel your pain, but.... HAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHHAHAH i love you <3 ;)[/QUOTE] I know right? My cheeks are still reverbrating from the facepalm i peformed.
[QUOTE=J4censolo;29707417]You got your co-op map working, with both players on it at the same time? Can you tell me how?[/QUOTE] Use the wikis > [url]http://wiki.p2mods.com/index.php?title=Main_Page[/url] prefab for coop spawn. Also don't forget to name your map mp_coop_something and you can directly enter the coop game by writing map mp_coop_something. [editline]9th May 2011[/editline] CAN SOMEBODY TELL ME HOW TO CHANGELEVEL THE MAP WHEN THE MAP IS OVER?
point_changelevel?
[QUOTE=Jetamo;29717048]point_changelevel?[/QUOTE] Nope that does not work for multiplayer... found out few things, ex: how to call the hub map when disassemble complete.
I love all you mappers patience and skills when using hammer.
anyone know how to set a prop_weighted_cube with a parent, want to attach to a panel and move with the panel from 90 to 0 degrees
Anyone who wants to run Portal with the scenes working here is the recompiled scenes.image [url]http://www.zilefile.com/files/15502_x9ptx/scenes.image[/url]
Hello Guys, i want to do 2 laser + catcher and when i put both off with 2 cubes , it should open a chamberdoor. And now the question how i have to set the out- and inputs? Thank you
[QUOTE=Papaswurst;29722202]Hello Guys, i want to do 2 laser + catcher and when i put both off with 2 cubes , it should open a chamberdoor. And now the question how i have to set the out- and inputs? Thank you[/QUOTE] with 2 laser + 2 catcher, its usually math_counters they start as 0, min 0 max 2, if any of the catchers got onpowered then add 1 to the mathcounter, unpowered substracts 1, and in the math_counter if its maxed (2) an event to open the door or else closes. Something like that I guess
any news on the official SDK?
[img]http://img839.imageshack.us/img839/7672/gabenevue.png[/img] [img]http://img4.imageshack.us/img4/7567/portapotty2.png[/img]
I'm reposting the question i asked few pages ago : A little question,how to add "ambiance-musics" to the propulsion gel or the aerial faith plate (when you run on it or trigger it in the game it play a short music) ? It add an ambiance to the game and that awesome ! Could someone make a tutorial ? Oh and how to "freeze" prop_physic ?
[QUOTE=Jordo76;29722834]I'm reposting the question i asked few pages ago : A little question,how to add "ambiance-musics" to the propulsion gel or the aerial faith plate (when you run on it or trigger it in the game it play a short music) ? It add an ambiance to the game and that awesome ! Could someone make a tutorial ? Oh and how to "freeze" prop_physic ?[/QUOTE] take a look in here [url]http://wiki.p2mods.com/index.php?title=Main_Page[/url]
[QUOTE=Smashman;29722775][img_thumb]http://img839.imageshack.us/img839/7672/gabenevue.png[/img_thumb] [img_thumb]http://img4.imageshack.us/img4/7567/portapotty2.png[/img_thumb][/QUOTE]:byodood:
[QUOTE=Techbot;29722854]take a look in here [url]http://wiki.p2mods.com/index.php?title=Main_Page[/url][/QUOTE] I already looked but nothing in here answer the question :/
[QUOTE=Smashman;29722775][img_thumb]http://img839.imageshack.us/img839/7672/gabenevue.png[/img_thumb] [img_thumb]http://img4.imageshack.us/img4/7567/portapotty2.png[/img_thumb][/QUOTE] So in a few months then?
Sorry, you need to Log In to post a reply to this thread.