• How to create Portal 2 maps
    3,501 replies, posted
I'm trying to get GLaDOS to speak ingame, such as after a trigger (gets triggered) she talks to the player with a specified audio file/scene. I looked on the wiki and followed the tutorial, but not only was the scene file missing (the one it specified) but the browser would not play any of the scenes/sounds with GLaDOS in them. So I would have no damn idea if they would work or be the right one. Any help on this?
Gonna try to create an "underground" room :buddy:
If anyone comes up with a good lighting instance for the enrichment spheres, please do share. [editline]13th May 2011[/editline] [QUOTE=Zovox;29801009]Gonna try to create an "underground" room :buddy:[/QUOTE] I recommend making the chamber outside the sphere first, then moving the entire thing in (the geometry at least).
Oh boy, I can't wait to play around with this!:buddy:
How do I get those "old" doors?
Can anyone spare some advice regarding func_instance_io_proxy? I'm trying to get an instance'd gel dropper to activate on a button press. [quote]How do I get those "old" doors?[/quote] [url]http://wiki.p2mods.com/index.php?title=Vintage_Office_Doors[/url] Also the instance underground/test_chamber_door.vmf.
Why doesn't my game_text work?
[QUOTE=ForgottenKane;29800751]I'm trying to get GLaDOS to speak ingame, such as after a trigger (gets triggered) she talks to the player with a specified audio file/scene. I looked on the wiki and followed the tutorial, but not only was the scene file missing (the one it specified) but the browser would not play any of the scenes/sounds with GLaDOS in them. So I would have no damn idea if they would work or be the right one. Any help on this?[/QUOTE] Does anyone even ready the wiki? Most questions everyone asks can be answered there. [url]http://wiki.p2mods.com/index.php?title=Making_GLaDOS_Speak[/url]
I've got even more content! This time it's for my third test chamber. [img]http://cloud.steampowered.com/ugc/596937197693636487/3ECA517471828EDF28758240ED1685718329B7DC/[/img]
[QUOTE=superdinoman;29797771]Less hard drive fragmentation on Vista and Windows 7, D3D accelerated interface in Windows 7, faster boot time in Windows 7, better hardware use in Vista and Windows 7. I could keep going if you'd like, Xp is extremely old.[/QUOTE] how about you shut the hell up now and do some mapping shit because it works on xp now and it doesnt matter
[QUOTE=Jessecar96;29802351]Does anyone even ready the wiki? Most questions everyone asks can be answered there. [URL]http://wiki.p2mods.com/index.php?title=Making_GLaDOS_Speak[/URL][/QUOTE] If Bad Reading was around I'd rate you that. He already said he looked on the wiki, but he couldn't find the scene file in his vpk/whatnot.
Shit, making underground rooms is much harder than regular ones :v:
I've been investing time into learning how to use Hammer and I feel retarded that it is taking me so long to figure things out. I'm trying to use some guides online but my hammer does not like me so many things do not work by default I think.
Yeah Hammer makes me feel stupid too. Today I learned how to make walls, lights, and props, but I feel like I've hit a brick wall trying to get my doors to function properly. And I haven't even attempted to get the elevator working yet. Why couldn't I have bothered to learn any of this six years ago?
[QUOTE=Inspector Jones;29803884]Yeah Hammer makes me feel stupid too. Today I learned how to make walls, lights, and props, but I feel like I've hit a brick wall trying to get my doors to function properly. And I haven't even attempted to get the elevator working yet. Why couldn't I have bothered to learn any of this six years ago?[/QUOTE] To get the door working: 1. Set out a prop_testchamber_door were you want it. 2. Name it "door_1" or something like that 3. Make a brush with the trigger texture that is covering a little more than the entire door. 4. Double-click your freshly made trigger brush and set its class to "trigger_multiple" 5. Go to the Outputs Tab and hit "Add". Over the add button you will see 5 changeable fields. The first field should say "OnStartTouch" The second should say whatever you named your doorentity, wich in this case is "door_1" And the Third field should say "Open" Leave the two last field as they are. 6. Now hit "Add" again and do the same thing again, except it should say "OnEndTouch" instead of "OnStartTouch" and "Close" instead of "Open". 7. Hit apply and you have a fully functionating door :smile:
is there a 128x128 panel that has a 45 degree angle idle animation? I can't find one
[QUOTE=Zovox;29804128]To get the door working: 1. Set out a prop_testchamber_door were you want it. 2. Name it "door_1" or something like that 3. Make a brush with the trigger texture that is covering a little more than the entire door. 4. Double-click your freshly made trigger brush and set its class to "trigger_multiple" 5. Go to the Outputs Tab and hit "Add". Over the add button you will see 5 changeable fields. The first field should say "OnStartTouch" The second should say whatever you named your doorentity, wich in this case is "door_1" And the Third field should say "Open" Leave the two last field as they are. 6. Now hit "Add" again and do the same thing again, except it should say "OnEndTouch" instead of "OnStartTouch" and "Close" instead of "Open". 7. Hit apply and you have a fully functionating door :smile:[/QUOTE] A million thanks! Now I can finally finish my map that consists of a single door :v: Now I got to slam my head into the wall trying to figure out how to map every other concept in the game.
Does anyone know how to make those cameras where you can only see a certain area? Like, [sp]the one in the finale when you have to fire the portal gun at the moon[/sp], you're only limited to seeing in that spot?
I fixed the dropper problem by making the box spawn after it opens instead of the Valve way. anyoen know how Valve did it?
[media]http://www.youtube.com/watch?v=rpHeJNHjWRc&feature=channel_video_title[/media] Getting abit better at brushwork i think, It only about 15 minutes to get this much done. Puzzle is sorta naff though
[QUOTE=Jetamo;29802934]If Bad Reading was around I'd rate you that. He already said he looked on the wiki, but he couldn't find the scene file in his vpk/whatnot.[/QUOTE] Indeed. I'm having the same problem, all the scene files show up in the Sound Browser but none of them play with the Autoplay/preview thing. [editline]14th May 2011[/editline] And it's not like I want to look for every sound file in the games folder and play it to hear what is being said every time I want to add them in hammer :v:
Does anyone know where I could look for a list of Portal 2's particle effects to input with the info_particle_system entity? Particularly, I wanted to get the gust of wind for my pneumatic diversity tube going, but I'm unsure of what to input and the "browse" button isn't revealing any effects for me.
So I finally made a map with a dropper and a button :D But now I want to make a door that opens when the box is on the button, does anyone know how? Also, for some reason in Portal 2 if I noclip out of the room, you can't see the other slide(I have a long hallway, I split it in half to give the door meaning. [editline]13th May 2011[/editline] [QUOTE=Zovox;29804128]To get the door working: 1. Set out a prop_testchamber_door were you want it. 2. Name it "door_1" or something like that 3. Make a brush with the trigger texture that is covering a little more than the entire door. 4. Double-click your freshly made trigger brush and set its class to "trigger_multiple" 5. Go to the Outputs Tab and hit "Add". Over the add button you will see 5 changeable fields. The first field should say "OnStartTouch" The second should say whatever you named your doorentity, wich in this case is "door_1" And the Third field should say "Open" Leave the two last field as they are. 6. Now hit "Add" again and do the same thing again, except it should say "OnEndTouch" instead of "OnStartTouch" and "Close" instead of "Open". 7. Hit apply and you have a fully functionating door :smile:[/QUOTE] just saw this, what do you mean by trigger texture?
It seems that whenever I compile it says "LoadPortals: couldn't read k:\steam\steamapps\common\portal 2\sdk_content\maps\coop_stfu.prt" i had that problem with my other map but i have no idea how i fixed it, it fixed itself randomly
[QUOTE=Blueridge;29806417]So I finally made a map with a dropper and a button :D But now I want to make a door that opens when the box is on the button, does anyone know how? Also, for some reason in Portal 2 if I noclip out of the room, you can't see the other slide(I have a long hallway, I split it in half to give the door meaning. [editline]13th May 2011[/editline] just saw this, what do you mean by trigger texture?[/QUOTE] Make a brush, then texture it with a trigger texture then tie it to a trigger entity such as Triggle_Mulitple or Trigger_once. You can set the outputs in there [editline]14th May 2011[/editline] [QUOTE=Crazy_Farmer;29806508]It seems that whenever I compile it says "LoadPortals: couldn't read k:\steam\steamapps\common\portal 2\sdk_content\maps\coop_stfu.prt" i had that problem with my other map but i have no idea how i fixed it, it fixed itself randomly[/QUOTE] Have you checked your pointfile for leaks? That normally fixes errors like that for me :)
ah you're probably right, it does prevent to generate a portal file so i'll check the pointfile
[QUOTE=RJK 616;29805450][media]http://www.youtube.com/watch?v=rpHeJNHjWRc&feature=channel_video_title[/media] Getting abit better at brushwork i think, It only about 15 minutes to get this much done. Puzzle is sorta naff though[/QUOTE] I thought that puzzle was pretty good, keep it up!
[QUOTE=Blueridge;29806417]So I finally made a map with a dropper and a button :D But now I want to make a door that opens when the box is on the button, does anyone know how? Also, for some reason in Portal 2 if I noclip out of the room, you can't see the other slide(I have a long hallway, I split it in half to give the door meaning. [editline]13th May 2011[/editline] just saw this, what do you mean by trigger texture?[/QUOTE] It's a texture. By the sound of it you should really familiarize yourself with mapping somewhat outside of Portal 2 before attempting a half arsed map - not trying to be offensive, just suggesting the obvious as you don't seem to know much about Hammer. I suggest you start out on Valve's Develper Wiki. [url=http://developer.valvesoftware.com/wiki/Your_First_Map]Your First Map[/url] [url=http://developer.valvesoftware.com/wiki/Inputs_and_Outputs]Inputs and Outputs[/url] [url=http://developer.valvesoftware.com/wiki/Dimensions]Dimensions[/url] [url=http://developer.valvesoftware.com/wiki/Optimization_%28level_design%29]Optimization[/url] [url=http://developer.valvesoftware.com/wiki/Skybox_%282D%29]Basic Skybox[/url] [url=http://developer.valvesoftware.com/wiki/Grouping_and_VisGrouping]Grouping and Visgrouping[/url] [url=http://developer.valvesoftware.com/wiki/Prop_Types_Overview]Prop Types[/url] [url=http://developer.valvesoftware.com/wiki/Displacement]Displacements[/url] [url=http://developer.valvesoftware.com/wiki/Adding_Water]Adding Water[/url] [url=http://developer.valvesoftware.com/wiki/Lighting]Lighting[/url] [url=http://developer.valvesoftware.com/wiki/Doors]Basic Doors[/url] [url=http://developer.valvesoftware.com/wiki/Environmental_Lighting,_Sun,_Weather,_%26_Outdoors]Environmental Lighting + Weather[/url] [url=http://developer.valvesoftware.com/wiki/Sound_and_Music]Sound and Music[/url] [url=http://developer.valvesoftware.com/wiki/Physics]Physics[/url] [editline]14th May 2011[/editline] And to answer your question :v: tools/toolstrigger is the texture you'll want to put all the trigger_blabla entities you make in
too lazy to make a video this time so here's a screenshot [img_thumb]http://filesmelt.com/dl/07remake0000.jpg[/img_thumb]
Gah. Area portals and doors are not working for me. I've linked them up to the door, but they refuse to change their state to disabled when the door opens. Grrr. EDIT: Bah. It's not even the area portal. Valve's door instances are so annoying to get working.
Sorry, you need to Log In to post a reply to this thread.