• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=redBadger;29767297]It's funny how much everyone has been brainwashed about Carve being a bad tool. It's not a bad tool; everyone is just using it improperly.[/QUOTE] What use is the carve tool? noob here edit: Is it like the voxel painter from Sandbox 2?
So I'm trying to get these panel instances called "instances/animated_panels/64x64_wall_repair_x2panels.vmf" to be activated when standing on a button ("instances/buttons/floor_button_black_intact.vmf"). How do I do this? How do inputs and outputs even work with instances? I'm utterly confused!
*automebroke*
[QUOTE=DrBreen;29767329]What use is the carve tool? noob here[/QUOTE] If you're a noob than don't bother using it. Just use the clipping tool. Also, how does one make those brush-based portals?
[QUOTE=redBadger;29767359]If you're a noob than don't bother using it. Just use the clipping tool. Also, how does one make those brush-based portals?[/QUOTE] yes.. But what is it
[QUOTE=DrBreen;29767365]yes.. But what is it[/QUOTE] It carves a hole in a block.
[QUOTE=DrBreen;29767365]yes.. But what is it[/QUOTE] Stick a brush into a brush, hit Carve, brush 1 carves a hole into brush 2 that is an exact fit for it.
[QUOTE=redBadger;29767359]If you're a noob than don't bother using it. Just use the clipping tool. Also, how does one make those brush-based portals?[/QUOTE] linked_portal_door The red one points to the front of your portal, so the green and blue line should align with the wall.
Bitches don't know about my custom map with lasers and toggling lights determined by relay status... [img]http://dl.dropbox.com/u/9038221/Portal2_mapping/portal2%202011-05-12%2000-56-44-23.png[/img] [QUOTE=Mikesword221;29767274]God no. Just make a cylinder and make it hollow. You want to avoid using the carve tool as best you can.[/QUOTE] No no no no no no no no. Hollowing is exactly the same principal as carve, which makes it just as bad. Use arches if you want anything like that. Don't listen to the idiots who think carve is a good tool, it's not and that's been proven before. Even Valve have said no-one should use it because it's shit.
[QUOTE=Overv;29767476]linked_portal_door The red one points to the front of your portal, so the green and blue line should align with the wall.[/QUOTE] No I'm talking about the one of those things you can make paradox's with. Like go into a room with a much larger interior than it does an exterior.
I got a full bright problem. I built my map in the Alien Swarm Sdk, with mostly light_spots, a few normal light entities as well, and now when I compile the same map in the Portal 2 Authoring tools, its full bright. Yes I've tried mat_fullbright 0.
[QUOTE=J4censolo;29762487]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] :worship:
[QUOTE=redBadger;29767734]No I'm talking about the one of those things you can make paradox's with. Like go into a room with a much larger interior than it does an exterior.[/QUOTE] [url=http://developer.valvesoftware.com/wiki/Linked_portal_door]That[/url] is what hes talking about. I've already made a map to test it out some time ago its a point based entity that creates a rectangular portal that has no effects on the edges.
[QUOTE=asb44;29767910]That is what hes talking about. I've already made a map to test it out some time ago its a point based entity that creates a rectangular portal that has no effects on the edges.[/QUOTE] Oh okay I see. I thought it was a brush-based entity.
After a few days of learning hammer and doing test maps I have finally made progress on a map that im quite proud of, although lighting/textures aren't that great i think its nice for only have about 96 hours to learn hammer.
What is the correct way to compile maps? I just use default compiling tools(F9) and when I enter my error in interloper's log checker is says I should use all compiling tools.
[QUOTE=Legend286;29767679]Bitches don't know about my custom map with lasers and toggling lights determined by relay status... [img_thumb]http://dl.dropbox.com/u/9038221/Portal2_mapping/portal2%202011-05-12%2000-56-44-23.png[/img_thumb] No no no no no no no no. Hollowing is exactly the same principal as carve, which makes it just as bad. Use arches if you want anything like that. Don't listen to the idiots who think carve is a good tool, it's not and that's been proven before. Even Valve have said no-one should use it because it's shit.[/QUOTE] Wait, hollow is the same thing as carve? I guess that explains all those leaks...
[QUOTE=Blueridge;29768007]What is the correct way to compile maps? I just use default compiling tools(F9) and when I enter my error in interloper's log checker is says I should use all compiling tools.[/QUOTE] Post your log
[QUOTE=Wootman;29768073]Post your log[/QUOTE] [url]http://pastebin.com/564T06MN[/url] here's hammer [media]http://i.imgur.com/7qbRz.png[/media]
[QUOTE=Blueridge;29768310][url]http://pastebin.com/564T06MN[/url] here's hammer [media]http://i.imgur.com/7qbRz.png[/media][/QUOTE] Use Map>Load Pointfile and seal up all your leaks.
[QUOTE=Blueridge;29768310][url]http://pastebin.com/564T06MN[/url] here's hammer [media]http://i.imgur.com/7qbRz.png[/media][/QUOTE] Restart your room and fix up your brushwork. For 6 blocks, it looks like an unnecessary mess on the grids.
[QUOTE=Wootman;29768349]Use Map>Load Pointfile and seal up all your leaks.[/QUOTE] That's the funny thing, I don't have any pointfile for the map... I save the .vmf in a different folder then the default save location though, so would the point file be placed in the default directory or the one I'm using.
I have been working on remaking testchamber 4 from Portal 1. Still a heavy WIP. [img]http://cloud.steampowered.com/ugc/595811297759190269/C396B93F2264287F11E09E26E9CE8664B93B265C/?jpg[/img] [img]http://cloud.steampowered.com/ugc/595811297759189869/EA1B0ED9268D09A714BF5672303788756217F1E2/?jpg[/img]
[QUOTE=Blueridge;29768378]That's the funny thing, I don't have any pointfile for the map... I save the .vmf in a different folder then the default save location though, so would the point file be placed in the default directory or the one I'm using.[/QUOTE] I think it saves in the default folder if not try and hunt down for leaks or do what redBadger said.
I've been playing around with linked portals... here's what I've noticed so far: - Lighting on either end of the portal has no effect on the other end, though at least they added a smooth transition on the viewmodel/objects when going though it. - I had to reduce the size of the first portal by half, even though both ends were the same size... anyone know about this? - If you stand right in the portal, some weird things happen... (this one won't matter if the map's designed to not let you stand mid-portal) - Some other odd quirks like the portal location hints only being drawn over the cube while you're holding it if the portal is on the other side of the wall. But, I guess it's hard to make everything make sense when THE GEOMETRY IS IMPOSSIBLE TO BEGIN WITH! :D Here's a little test map I've whipped up (includes vmf): [url]http://www.mediafire.com/?83zly1w22b3pu5f[/url] Some screenshots (remove the 'l' at the end of the image url names for full size): [IMG]http://i.imgur.com/KOwbMl.jpg[/IMG] [IMG]http://i.imgur.com/6MYIDl.jpg[/IMG] And could someone tell me what I need to do to get those panels to do something when I stand on the button?
[QUOTE=Legend286;29767679]Bitches don't know about my custom map with lasers and toggling lights determined by relay status... [img_thumb]http://dl.dropbox.com/u/9038221/Portal2_mapping/portal2%202011-05-12%2000-56-44-23.png[/img_thumb] No no no no no no no no. Hollowing is exactly the same principal as carve, which makes it just as bad. Use arches if you want anything like that. Don't listen to the idiots who think carve is a good tool, it's not and that's been proven before. Even Valve have said no-one should use it because it's shit.[/QUOTE] holy goddamn valve you did really awesome with the lighting even if you can only use one projected texture at a time
Alright, I really want to learn how to use Hammer, but I'm a little overwhelmed at the moment with all of this. Can anyone link me to a good tutorial that will let me learn how to use everything? Sorry to be a bother.
[QUOTE=ManningQB18;29768551]Alright, I really want to learn how to use Hammer, but I'm a little overwhelmed at the moment with all of this. Can anyone link me to a good tutorial that will let me learn how to use everything? Sorry to be a bother.[/QUOTE] [url]http://www.moddb.com/tutorials/beginners-guide-to-valve-hammer-editor[/url] [url]http://www.interlopers.net/tutorials/[/url] [url]http://developer.valvesoftware.com/wiki/Getting_Started[/url]
[QUOTE=redBadger;29768369]Restart your room and fix up your brushwork. For 6 blocks, it looks like an unnecessary mess on the grids.[/QUOTE] How would I fix it up? Not exactly sure what I'm doing wrong with my brushes. @Wootman Not even the default save location has a pointfile. I'm seirously doubting that there's any leaks in this.
Would anyone be kind and post the link to the modding wiki? I saw someone post it earlier, but forgot to save it. I'd like to start mapping. Thanks.
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