[QUOTE=superdinoman;29761276][url]http://www.newegg.com/Product/Product.aspx?Item=N82E16832116986&cm_re=Windows_7-_-32-116-986-_-Product[/url]
$100 as I said for the OEM and for the upgrade its $114, which is stupid since the OEM works as an upgrade disc.
Really though Valve is going to fix the Xp issue but eventually they will drop support for Xp just as they have for older operating systems, its a little thing called progress. Old tech becomes obsolete[/QUOTE]
"But I have XP and I'm poor so Valve should cater to my every whim!!!!"
[QUOTE=wootmonster;29761088]I've tried to replicate what valve did to enable moving portals, even copying the specific entities valve used in "sp_a2_bts5" into my map won't make work. So my question is has anyone figured it out how to enable moving portals?[/QUOTE]
There's a console command that allows portals on moving surfaces
[QUOTE=Clinexx;29760412]nope, not as far as i see. And the only flag is initally dark.[/QUOTE]
That's the one you want to check
[QUOTE=MasterG;29761182]The map's way too dark, other than that it looks pretty good.[/QUOTE]
it actually isn't that dark ingame, it's youtube or something
[img_thumb]http://filesmelt.com/dl/gel010027.jpg[/img_thumb]
also i decided it needed moar panels
[QUOTE=MasterG;29761446]You don't need to configure anything, they released the authoring tools. Just go to tools and download it.[/QUOTE]
You also have to buy the game. :v:
One question. Does anybody know a tutorial on how to place instances right?
[QUOTE=MasterG;29761446]You don't need to configure anything, they released the authoring tools. Just go to tools and download it.[/QUOTE]
thanks, but I could not find the Authoring tools, the game must be original to download it? I downloaded the full rip game, it is not original.
#EDIT
My game isn't original, so I will can't do the download...
somebody tell me please, how I configue the hammer??
[highlight](User was banned for this post ("Warez" - Overv))[/highlight]
So i have func_instance of a gel dropper or whatever it is. Now how do I make a trigger to make it on?
[QUOTE=DrBreen;29760668]Hey guys what's the entity name for the faith plate?[/QUOTE]
trigger_catapult
Put it ontop of a prop_dynamic with the faithplate model
Outputs:
OnCatapulted>SetAnimation>prop_dynamic>blabla
simple as that :buddy:
[editline]11th May 2011[/editline]
It doesn't create sound unless you make an ambient_generic to trigger with the "OnCatapulted" aswell by the way, meaning you can have whatever sound you wish.
(Correct me if I'm wrong with this, but that's what I've experienced from mapping with the AS SDK)
[editline]11th May 2011[/editline]
[QUOTE=TNicholasT;29761872]thanks, but I could not find the Authoring tools, the game must be original to download it? I downloaded the full rip game, it is not original.[/QUOTE]
Bye
[QUOTE=kimr120;29761834]One question. Does anybody know a tutorial on how to place instances right?[/QUOTE]
Um..... The wiki? [url]http://wiki.p2mods.com/index.php?title=Instances[/url]
[QUOTE=madk;29761584]There's a console command that allows portals on moving surfaces[/QUOTE]
sv_allow_mobile_portals 1
How do you make those mirror boxes?
[QUOTE=TNicholasT;29761872]thanks, but I could not find the Authoring tools, the game must be original to download it? I downloaded the full rip game, it is not original.
#EDIT
My game isn't original, so I will can't do the download...
somebody tell me please, how I configue the hammer??[/QUOTE]
All I can say to you is bye.
[QUOTE=Overv;29762088]How do you make those mirror boxes?[/QUOTE]
I think it's called prop_mirror. Looks like a world portal except it reflects whatever it sees on one side. Probably should be placed on some kind of fancy brush.
The "Show Potatoes" attribute on the weapon_portalgun entity changes nothing in-game when set to "Yes" :(
Agh instances won't appear for me. No clue why.
[QUOTE=Zovox;29760387]How to FUCK does indicator lights work?! :confused: I can't get the shit to work and its driving me mad :v:[/QUOTE]
Place as many of the lights as you need, corner, floor, wall etc. All as overlays
Give the overlays all the same name, eg; " Indicator_Lights_Set_01 "
Obviously you wouldn't name every indicator light overlay in the map as that, only the ones in sets ( for certain buttons and so on. )
Then place a prop_indicator_panel. Under the properties window fill out the Indicator Lights spot with the name of your overlays, in this case " Indicator_Lights_Set_01 "
Now it's part of the set.
If you want them to turn orange when pressed, have a button do this.
OnPressed > Name of prop_indicator_panel > Check ( Orange lights, button performing its action. )
UnPressed > Name of prop_indicator_panel > UnCheck ( Blue lights, button is idle. )
[QUOTE=Randdalf;29758681]Say you have a cube dropper. Rather than making all the entities and logic to manage it, you use the cube dropper instance instead, so all that complexity is packaged into a re-usable chunk that does not clutter your map and it takes a ton less time to make. It's also what Valve used to make the in-game maps, so there's another motivation.[/QUOTE]
Prefabs do the same thing, the real benefit to instances is that they all link back to the original, editable VMF.
So if you then need to go and change something, you don't have to re-add it to your maps, it updates automatically when you compile it.
So, how many new testing elements can we add without editing the code?
I know there's Diversity Vents, High Energy Pellets and cubes that can shoot gel(we need to get a model for that.)
[QUOTE=Zovox;29761165]Holy fuck 100 bucks only? Costs like 420 here in Sweden[/QUOTE]
agreed, here in denmark it's about 420 too, no way you can get it for 100 bucks here.
[QUOTE=TheDecryptor;29762738]Prefabs do the same thing, the real benefit to instances is that they all link back to the original, editable VMF.
So if you then need to go and change something, you don't have to re-add it to your maps, it updates automatically when you compile it.[/QUOTE]
It's still an advantage regardless.
[img]http://dl.dropbox.com/u/4379567/portal2/GelCube%20concept.png[/img] Little concept of it.
[editline]11th May 2011[/editline]
holy hell i got rated artistic for something i drew.
[QUOTE=Jessecar96;29761964]Um..... The wiki? [url]http://wiki.p2mods.com/index.php?title=Instances[/url][/QUOTE]
Already checked that, to little details. No instances shows up when I choose one.
EDIT: Oh thought it was the VDC
[editline]11th May 2011[/editline]
[QUOTE=Jetamo;29762953][img_thumb]http://dl.dropbox.com/u/4379567/portal2/GelCube%20concept.png[/img_thumb] Little concept of it.
EDIT: Oh thought it was the VDC
[editline]11th May 2011[/editline]
holy hell i got rated artistic for something i drew.[/QUOTE]
Should work if using parenting functions with a physbrush and some entities
[QUOTE=Neddy;29755927]Well for starters it looks like your working off the grid or something. Also, Im surprised that even compiled. Im sure i see leaks there.[/QUOTE]
What do you mean by I'm working off the grid?
And I don't see any leaks. I'm even double checking by moving the walls and ceiling closer to the main room.
Ahh, the difficulties of making one room... :(
Made my first Portal 2 map today!
[media]http://www.youtube.com/watch?v=yY2GkLEiznU&feature=channel_video_title[/media]
It's only a test map.
fixed
For some reason the blob textures don't show up on my map. I can bounce just fine, there's just no blob mark thing to show where it is.
EDIT: Oh, nevermind, I needed a light.
What do you guys think?
[img]http://cloud.steampowered.com/ugc/596937197663911383/35A40037E9D5A4F4861244A3CCA166E637685763/[/img]
Ok I fixed the map by snapping it to the grid, but I get a black screen when I load it in Portal 2 now.
I don't need a light source to get it to work, do I?
[QUOTE=VaSTinY;29761893]trigger_catapult
Put it ontop of a prop_dynamic with the faithplate model
Outputs:
OnCatapulted>SetAnimation>prop_dynamic>blabla
simple as that :buddy:
[editline]11th May 2011[/editline]
It doesn't create sound unless you make an ambient_generic to trigger with the "OnCatapulted" aswell by the way, meaning you can have whatever sound you wish.
(Correct me if I'm wrong with this, but that's what I've experienced from mapping with the AS SDK)
[editline]11th May 2011[/editline]
Bye[/QUOTE]
That's too much for me i only know how to make a aquare room and make it hollow.. is there prefab faith plates? sort of like Cryengine's sandbox 2 prefabs
i dunno i just started mapping on source today
Sorry, you need to Log In to post a reply to this thread.