• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=Randdalf;29353502]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][/QUOTE] I started mine before you did but that's ok because I don't mind competition and besides it's all for the good of the mapping community, although it would be better if we could get in contact over Steam and maybe work together for a more complete fgd.
[QUOTE=dual;29353192]did you do what the console says? check if there even is a folder or file[/QUOTE] The file is there, but since I "accidently" saved it as a .vmf file it couldn't find it. Because my compiler only wants to compile files without a file type. Can someone please explain to me, why the hell it does that?
[QUOTE=Randdalf;29353502]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][/QUOTE] You're a legend. [img_thumb]http://cloud.steampowered.com/ugc/541766098695483138/F046A3AFEA2F0BE1D279D31053014181014D2421/[/img_thumb] Thanks, this saves a lot of work :smile:
[QUOTE=DeanWinchester;29353676]I started mine before you did but that's ok because I don't mind competition and besides it's all for the good of the mapping community, although it would be better if we could get in contact over Steam and maybe work together for a more complete fgd.[/QUOTE] Hehe, I released mine 9 hours before you :P
Has anyone released a 'playground' map of some sort yet?
[QUOTE=redBadger;29353804]Has anyone released a 'playground' map of some sort yet?[/QUOTE] Yes, this is what I'm waiting for as well.
I am creating a gel chamber now,and I have problem - How can I change type of gel? I cant see any option or Value in info_paint_sprayer
[QUOTE=strnadik;29353916]I am creating a gel chamber now,and I have problem - How can I change type of gel? I cant see any option or Value in info_paint_sprayer[/QUOTE] There's a Paint type option, which either has a drop down list or you can set to a number between 0-3 to set the gel type.
[QUOTE=Namelezz!;29353859]Yes, this is what I'm waiting for as well.[/QUOTE] I am trying to make some prefabs now
[QUOTE=Randdalf;29353795]Hehe, I released mine 9 hours before you :P[/QUOTE] Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.
[img]http://cloud.steampowered.com/ugc/576668995787400487/64FC7A56448484AE3A30BBBB62C80D70ECFB9864/[/img] Finished my first fully functional Portal 2 puzzle today. Might add a second room/some sort of ending later, the door just leads to a small hallway. Also, would someone mind explaining how to get the dynamic shadows with projected textures? I don't know how that works.
"dynamic shadows with projected textures" enable shadow, shadow quality : high flags : enabled and always...
[QUOTE=DeanWinchester;29354152]Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.[/QUOTE] Thats very good idea. You should work together.
[QUOTE=Kyo;29354259][img_thumb]http://cloud.steampowered.com/ugc/576668995787400487/64FC7A56448484AE3A30BBBB62C80D70ECFB9864/[/img_thumb] Finished my first fully functional Portal 2 puzzle today. Might add a second room/some sort of ending later, the door just leads to a small hallway. Also, would someone mind explaining how to get the dynamic shadows with projected textures? I don't know how that works.[/QUOTE] Looks cool, any chance of a release?
[QUOTE=redBadger;29353804]Has anyone released a 'playground' map of some sort yet?[/QUOTE] I'm on it, what sort of things should we have in it :v:
Anyone who's using my FGD, co-op entities are now added.
[QUOTE=Wormy;29354544]Can someone explain to me if i load a custom map when playing coop, does the other player need the map aswell? Also, is it possible to play on a coop map by yourself without a partner?[/QUOTE] iirc from the creator of the SP co-op maker, no. second question, try typing map (co-op map here)
[QUOTE=Randdalf;29354587]Anyone who's using my FGD, co-op entities are now added.[/QUOTE] Is there any way you can give env_portal_laser a name and a enable and disable input?
[QUOTE=Randdalf;29354587]Anyone who's using my FGD, co-op entities are now added.[/QUOTE] How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.
[QUOTE=PieClock;29354823]Is there any way you can give env_portal_laser a name and a enable and disable input?[/QUOTE] Well they have TurnOn and TurnOff at the moment.
[QUOTE=Wormy;29354942]I have tried typing map "mp_map name here" but then i get disconnected because it says a "partner" disconnected from the game.[/QUOTE] If you add an info_player_start along with the coop spawn stuff you can play the map in SP.
Now i'll should map combine attack to GLaDOS's chamber!
Oh man, what am I doing wrong here? It seems like everything I ever make will fail ): [img]http://filesmelt.com/dl/2011-04-22_00002.jpg[/img] I did all of the stuff that was said here: - Make sure your prop_dynamic is in BindPose animation for calibration - Pre-parent your brush to the arm prop_dynamic - Create a logic_relay or a logic_auto that, when activated, does the following ONCE: Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach" Then I created a button (not visible in the picture, incase you wonder). And that to that button, I added an output: [code] My Output Named: OnPressed Target: Plate_Arm (the prop_dynamic arm, that should lift up my plate, but does not) Via this Input: SetAnimation With a perimeter override of: 128_out_straight [/code] Can anyone help me here?
[QUOTE=Legend286;29354833]How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.[/QUOTE] I've added it. Me and Dean are merging our FGDs at the moment, so stay tuned.
[QUOTE=Paulendy;29354466]Looks cool, any chance of a release?[/QUOTE] I want to add a little more to it, mainly dynamic shadows, but I could probably post a download link later tonight.
[QUOTE=Xhingfu!;29355025]Oh man, what am I doing wrong here? It seems like everything I ever make will fail ): [img_thumb]http://filesmelt.com/dl/2011-04-22_00002.jpg[/img_thumb] I did all of the stuff that was said here: - Make sure your prop_dynamic is in BindPose animation for calibration - Pre-parent your brush to the arm prop_dynamic - Create a logic_relay or a logic_auto that, when activated, does the following ONCE: Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach" Then I created a button (not visible in the picture, incase you wonder). And that to that button, I added an output: [code] My Output Named: OnPressed Target: Plate_Arm (the prop_dynamic arm, that should lift up my plate, but does not) Via this Input: SetAnimation With a perimeter override of: 128_out_straight [/code] Can anyone help me here?[/QUOTE] What is wrong with it?
[QUOTE=Randdalf;29355066]I've added it. Me and Dean are merging our FGDs at the moment, so stay tuned.[/QUOTE] You should also add the OnUnpressed output to the button and an enable/disable input and a targetname to the light bridge. And a setlinearforce to the tractor beam.
Oh, I fixed it! I just needed that one perimeter!
Just as a note to people wondering how to get Portals on moving surfaces working whenever - there's 2 console commands: "sv_allow_mobile_portal_teleportation" "sv_allow_mobile_portals"
Here is a bunch of prefabs and a map showcasing it all. If you put it in your prefabs folder you can use the entity tool to create a lot of them and they will automatically rename themselves. [url]http://filesmelt.com/dl/portal_Prefab.zip[/url]
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