I'm working on a map with a bunch of different elements. ill post pics/video later
[QUOTE=J4censolo;29723754]So in a few months then?[/QUOTE]
No probably actually the next few days. :v:
[QUOTE=Techbot;29722854]take a look in here
[url]http://wiki.p2mods.com/index.php?title=Main_Page[/url][/QUOTE]
Do the repulsion and propulsion gels automatically play portions of the music when you have the appropriate track playing? I didn't see anything else mentioned about this except "put down an ambient_generic."
[QUOTE=Chrisknyfe;29725620]Do the repulsion and propulsion gels automatically play portions of the music when you have the appropriate track playing? I didn't see anything else mentioned about this except "put down an ambient_generic."[/QUOTE]
yes i think thats what it means...
[editline]10th May 2011[/editline]
uhh!!! compiling take ages, compiled in over 30 mins now, and it's not done with portalflow yet -.-
Finally finished uploading!
Progress on my example map:
[media]http://www.youtube.com/watch?v=90DUjfxsRqs[/media]
vent room needs some work
I can't seem to get my co-op map working still. I have both the spawns and my friend and I have the same version of the map file, we get in game and do " changelevel mapname " and it just disconnects us both and sends us back to the main menu.
Do I need to have a certain entity ( or entities ) in the map for it to work other than just info_coop_spawn?
What do?
[QUOTE=J4censolo;29729175]I can't seem to get my co-op map working still. I have both the spawns and my friend and I have the same version of the map file, we get in game and do " changelevel mapname " and it just disconnects us both and sends us back to the main menu.
Do I need to have a certain entity ( or entities ) in the map for it to work other than just info_coop_spawn?
What do?[/QUOTE]
you need alot more then coop spawns for it to work, its alot of work making a co-op spawn by hand so you should download the prefab
[url]http://wiki.p2mods.com/index.php?title=Co-Op_Spawn_room[/url]
That's great, too bad the page for it is 404ing
[QUOTE=Marlamin;29724697]No probably actually the next few days. :v:[/QUOTE]
Chances are it'll be [i]ready[/i] for release in the next few days, but won't be released for a few more weeks (June). It'd give Valve some time to catch last-minute bugs, too.
[QUOTE=3noneTwo;29730486]It'd give Valve some time to catch last-minute bugs, too.[/QUOTE]
Oh yeah sure, Valve never released a buggy, and not working SDK before. :v:
Sarcasm aside, I have high hopes that all the new things that Valve mention in updating and fixing the SDK will be in these Authorizing tools. I just hope they fix Hammer randomly crashing, I really don't care how long it takes to get that fixed in-order for the tools to be released.
Im looking forward to this
[QUOTE=PelPix123;29728435]Are there any community maps that show off world portals? I've looked through this entire thread, but I probably missed a bunch.[/QUOTE]
[URL=http://www.facepunch.com/threads/1084252-Portal-2-Playground]This playground map[/url] has one set of world portals.
[Url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=346]This map[/url] uses world portals to create the illusion of switching gravity.
[url=http://www.youtube.com/user/icemazz#p/u]This channel[/url] has videos of advanced world portaling.
Hope this helps!
[editline]10th May 2011[/editline]
[QUOTE='[CPC] Halvor;29726040']uhh!!! compiling take ages, compiled in over 30 mins now, and it's not done with portalflow yet -.-[/QUOTE]
That probably means vvis.exe is taking way too long. Set vvis to 'fast' in the compile menu for now, but you should read up on [url=http://developer.valvesoftware.com/wiki/Visibility_optimization]visibility optimisation[/url] eventually so you can have a well-optimised map that doesn't take ages to compile.
[QUOTE=IAMJETHRO;29736584]Thingy Person? Like, CBC Thingy Person? Heyo![/QUOTE]
Oh hi. How are you holding up?
Thingy Person? Like, CBC Thingy Person? Heyo!
This was a great opportunity for me to learn to use hammer!
[QUOTE=damagepy;29722372]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[/QUOTE]
And how i have to set the outputs and inputs of the math_counter?
[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]
I posted that in 3 other threads :v:
Could I have link to an instance/prefab pack?
[QUOTE=Joppari;29741411]Could I have link to an instance/prefab pack?[/QUOTE]
Take what you need [url=http://wiki.p2mods.com/index.php?title=Prefabs]here[/url] and [url=http://wiki.p2mods.com/index.php?title=Instances]here[/url]. There may also be other prefabs on the site, such as pneumatic diversity vents.
I have a question...
[Url=http://www.youtube.com/watch?v=s1Kby-P3uwE]This test may contain trace amounts of time travel.[/url]
Can you parent the 'future' cubes to the 'past' cubes?
edit: Well, that would cause them to desynchronise if you picked up a future cube. Is there perhaps a way to use info_landmark to update a future cube's location to match a past cube's when a particular output is fired?
[QUOTE=Thingy Person;29741535]Take what you need [url=http://wiki.p2mods.com/index.php?title=Prefabs]here[/url] and [url=http://wiki.p2mods.com/index.php?title=Instances]here[/url]. There may also be other prefabs on the site, such as pneumatic diversity vents.
I have a question...
[Url=http://www.youtube.com/watch?v=s1Kby-P3uwE]This test may contain trace amounts of time travel.[/url]
Can you parent the 'future' cubes to the 'past' cubes?
edit: Well, that would cause them to desynchronise if you picked up a future cube. Is there perhaps a way to use info_landmark to update a future cube's location to match a past cube's when a particular output is fired?[/QUOTE]
There was a mod for Portal 1 called Chronoport which had some "time travel" elements, so it should be possible.
[QUOTE=Samuelgames;29743909]Does anyone have a map with High Energy Pellets (Combine Balls) on it that would like it to get popular over a promotional video in the style of the Portal 2 trailers?[/QUOTE]
I don't, but speaking of which, do you plan on releasing a High Energy Pellet prefab when your map is released?
[QUOTE=Thingy Person;29744048]I don't, but speaking of which, do you plan on releasing a High Energy Pellet prefab when your map is released?[/QUOTE]
....
Use the one from Portal. All you need are the files from HL2.
[QUOTE=superdinoman;29744135]....
Use the one from Portal. All you need are the files from HL2.[/QUOTE]
Alright then =P
Could you tell me which files exactly so I can make write something about it on the Portal 2 Mapping Wiki?
[QUOTE=Thingy Person;29744832]Alright then =P
Could you tell me which files exactly so I can make write something about it on the Portal 2 Mapping Wiki?[/QUOTE]
Use lasers....? No?
[QUOTE=Kettle Chips;29745331]Use lasers....? No?[/QUOTE]
Nothing could possibly replace the sheer chaos of the Aperature Science High Energy Pellet (a.k.a. combine balls)
[QUOTE=Thingy Person;29744832]Alright then =P
Could you tell me which files exactly so I can make write something about it on the Portal 2 Mapping Wiki?[/QUOTE]
Technically the lasers are the combine energy balls, just a more aperture like version. Rather than a detached ball they require Portals on them to be used so its more fitting.
[QUOTE=superdinoman;29745531]Technically the lasers are the combine energy balls, just a more aperture like version. Rather than a detached ball they require Portals on them to be used so its more fitting.[/QUOTE]
some puzzles in Portal 1 require the switch to constantly active. Which is why energy balls would work better for them.
[QUOTE=Thingy Person;29744832]Alright then =P
Could you tell me which files exactly so I can make write something about it on the Portal 2 Mapping Wiki?[/QUOTE]
I need a category king rating for what you just did to the wiki.
[QUOTE=Samuelgames;29747001][url]http://www.thinkwithportals.com/blog.php?id=5443&p=1[/url]
Neat[/QUOTE]
Holy crap, the instances they include!
So many instances, but I don't even know how to use them. :(
Can someone give me a link on how to use them? The one on the VDC doesn't really help too much, I can't get instances to show up in the map.
Authoring Tools Beta is out on Steam :)
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