[QUOTE=LilRobot;30192860][media]http://www.youtube.com/watch?v=Mt5HNI5C96c[/media]
Obviously not final. Still trying to get some lines of GLaDOS' malfunctioning after being hit in the head with bombs. Obviously, she's not supposed to give in like that. Also, some of the animations broke. Obviously they are fixed by now, but still, I need to fix things. I'll release a video of the full boss battle when it is final.[/QUOTE]
Amazing so far! I just hope you take my idea of taking Aperture to space and test inside of spaceship-GLADoS. And rockets between testcahmbers, do that shit.
Yes, GLaDOS should only be a miniboss... go into space and test there. Imagine using the portal gun in a zero g enviroment! OOOH I can't wait for this map to come out!
Mapping is really fun, started learning Hammer yesterday. The only problem I have is that I am as uncreative as fuck.
But hey, atleast I got something that compiled!
:siren: Really WIP! :siren:
[media]http://www.youtube.com/watch?v=4yeZc8cJKc8[/media]
The outside hasn't been properly lit yet because I spent too much time on figuring out how to get the Space Core to talk. In the end Jimbomcb helped me out on that and now atleast that is properly working. :v:
Any comments/constructive critisicm?
[QUOTE=Skunkrocker;30205664]Yes, GLaDOS should only be a miniboss... go into space and test there. Imagine using the portal gun in a zero g enviroment! OOOH I can't wait for this map to come out![/QUOTE]
This is going to be a map-pack AFAIK.
Well...
Yeah, you're right, and that's what I meant.
[editline]2nd June 2011[/editline]
I've noticed a trend on TWP, and maybe this is just me, but retro Apreture maps seem to be more thought out and well made. Possibly because you can't just create a box and put stuff in them. Not to say non retro maps are bad, since I've seen plenty of good ones, but the maps that have really gotten me so far are Old Faithful (Retro Faith Plates FTW), Don't Make Lemonade (What a twist!), and Don't Eat The Paint (which is a combination of New Ap and Retro Ap).
[QUOTE=Marlamin;30206099]Mapping is really fun, started learning Hammer yesterday. The only problem I have is that I am as uncreative as fuck.
But hey, atleast I got something that compiled!
:siren: Really WIP! :siren:
[media]http://www.youtube.com/watch?v=4yeZc8cJKc8[/media]
The outside hasn't been properly lit yet because I spent too much time on figuring out how to get the Space Core to talk. In the end Jimbomcb helped me out on that and now atleast that is properly working. :v:
Any comments/constructive critisicm?[/QUOTE]
There are some animations for cores for emancipation grills, you should get Spacey to use them when passing through them.
[editline]2nd June 2011[/editline]
also why use the Portal 1 droppers?
[QUOTE=Conro101;30208478]There are some animations for cores for emancipation grills, you should get Spacey to use them when passing through them.
[editline]2nd June 2011[/editline]
also why use the Portal 1 droppers?[/QUOTE]
I had no idea, I -might- have used a prefab. Going to fix that, thanks.
My and Jetamo's work
[img]http://img41.imageshack.us/img41/9078/2011060300003.jpg[/img]
[img]http://img856.imageshack.us/img856/2104/2011060300006.jpg[/img]
[img]http://img804.imageshack.us/img804/6551/2011060300002.jpg[/img]
It's a work in progress of course.
[QUOTE=Joppari;30217468]My and Jetamo's work
artistic things
It's a work in progress of course.[/QUOTE]
God, those are some shiny lights. How'd you make those exactly?
[QUOTE=Marlamin;30220243]God, those are some shiny lights. How'd you make those exactly?[/QUOTE]
Have an env_sprite for every light you have, and light_spot.
Go take a look at some of the Valve ones and copy them and edit them as you like
[QUOTE=Joppari;30220387]Have an env_sprite for every light you have, and light_spot.
Go take a look at some of the Valve ones and copy them and edit them as you like[/QUOTE]
Use the point_spotlight (or the new portal 2 one) instead of an env_sprite.
i have unknown 'cause leaked help!!!!
[img]http://i.imgur.com/YUvcq.jpg[/img]
[media]http://www.youtube.com/watch?v=2auh5jK7Ha8[/media]
So 45° world portals are nothing new, I was just putzing around and testing it quickly for myself. But I did stumble across two bugs that occur when your world portals are a little too tall, 0:30 onwards.
God bless constant velocity. v:v:v
[QUOTE=3noneTwo;30221093][media]http://www.youtube.com/watch?v=2auh5jK7Ha8[/media]
So 45° world portals are nothing new, I was just putzing around and testing it quickly for myself. But I did stumble across two bugs that occur when your world portals are a little too tall, 0:30 onwards.
God bless constant velocity. v:v:v[/QUOTE]
My god that is hilarious! The music made it all the better.
Why goddamn 50% of portal 2 mappers just making some weird worldportals maps?
Seriously
[QUOTE=ForgottenKane;30221406]My god that is hilarious! The music made it all the better.[/QUOTE]
Okay Butthurter, tell me your opinion on the glitch/map?
[QUOTE=ForgottenKane;30222990]Okay Butthurter, tell me your opinion on the glitch/map?[/QUOTE]
What Butthurter did to you bad?
[QUOTE=3noneTwo;30221093][media]http://www.youtube.com/watch?v=2auh5jK7Ha8[/media]
So 45° world portals are nothing new, I was just putzing around and testing it quickly for myself. But I did stumble across two bugs that occur when your world portals are a little too tall, 0:30 onwards.
God bless constant velocity. v:v:v[/QUOTE]
A playerclip brush should manage to fix some of those problem.
[QUOTE=Marlamin;30206099]Mapping is really fun, started learning Hammer yesterday. The only problem I have is that I am as uncreative as fuck.
But hey, atleast I got something that compiled!
:siren: Really WIP! :siren:
[media]http://www.youtube.com/watch?v=4yeZc8cJKc8[/media]
The outside hasn't been properly lit yet because I spent too much time on figuring out how to get the Space Core to talk. In the end Jimbomcb helped me out on that and now atleast that is properly working. :v:
Any comments/constructive critisicm?[/QUOTE]
Nice map.
How did you get the space core to talk?
[QUOTE=Steveice10;30223782]Nice map.
How did you get the space core to talk?[/QUOTE]
Wow, thanks.
And yeah, with lots of help from Jimbomcb:
[code]Never tell your password to anyone.
jimbomcb ?: do you have the generic glados choreo instance in your map
Marlamin: nope
jimbomcb ?: well you need that for a start
jimbomcb ?: instances/choreo/glados_gen_actor.vmf
Marlamin: ok
jimbomcb ?: and then um
jimbomcb ?: say you were firing it from a trigger
jimbomcb ?: target entity would be @glados, action is RunScriptCode and parameter would be
jimbomcb ?: GladosPlayVcd( -7100 )
jimbomcb ?: and make sure the core is named @core01
Marlamin: ok
jimbomcb ?: i think.
Marlamin: ill try that
jimbomcb ?: hmm that won't work on its own apparently, there's something else i need to find
Marlamin: ok atleast i got this already
Marlamin: the index doesnt exist or something
Marlamin: that what you meant?
jimbomcb ?: yeah
jimbomcb ?: it's referencing the .nut scripts for the core babble scenes trying to work out how to get it properly going
jimbomcb ?: yep got it
jimbomcb ?: ok um
jimbomcb ?: like 6193 of choreo/gladgos_scenetable_include_manual_ac4.nut
jimbomcb ?: if (curMapName=="sp_a4_finale4" || curMapName=="core_test1")
jimbomcb ?: so if you name your map sp_a4_finale4 or core_test1, what i said will work
Marlamin: ah
Marlamin: core_test1 it is
Marlamin: :V
jimbomcb ?: if/when it comes round to releasing it, you could probably get away with cutting that script way down to only include the needed vcds, not hundreds of others and make it load on that map but it's a bit of bother
Marlamin: yuuuuus
Marlamin: it speaks
Marlamin: definitely an if
Marlamin: but thanks
Marlamin: still know shit about VCDs but im sure dev wiki has shit on it
jimbomcb ?: basically the @glados in the choreo is the actor and it references and loads choreo/glados.nut
Marlamin: best make my own because my map is actually in space
jimbomcb ?: which contains a vast majority of the code
Marlamin: and change the sounds
Marlamin: hmmk
Marlamin: afaik the core has im in space sounds in files so perfect
jimbomcb ?: one of the scripts it includes is the glados_scenetable_include_manual_act4 and in that there is
jimbomcb ?: SceneTable["-7100_01"] <- {vcd=CreateSceneEntity("scenes/npc/core01/babble20.vcd"),idlerepeat=true, postdelay=0.01,next=null,char="core01",noDingOff=true,noDingOn=true,idle=true,idleminsecs=0.00,idlemaxsecs=0.08,idlegroup="core01_babble",idleorderingroup=1}
jimbomcb ?: from -7100_01 to -7100_87, you can see in that like it's acting on char "core01" (it is named with an @ in the map, i think that means it's global and can be referenced from other scripts, as this glados script is tied to @glados actor), they're all part of the "core01_babble" idle group sorted by idleorderingroup and it just loops through all of that
[/code]
Gist of it is that you need a glados actor (instances/choreo/glados_gen_actor.vmf), have a map named sp_a4_finale4 or core_test1* and a npc_personality_core named @core01.
*You can also make your own .nut file with no map requirements and tie it to the glados actor.
EDIT: Whoah, why does the code window not scroll anymore? :saddowns:
Also, made some progress/regress on the map:
[media]http://www.youtube.com/watch?v=8fFOdIlAlbU[/media]
I had to redo it because somehow I fucked up so bad everything (EVERY PROP) was leaking, even with a skybox cube around the "moon". Though I did get some nifty lights working.
I just had an idea for not only a map pack, but a storyline to go with it! Take it for what you will, I think it's a great idea.
[quote]As an Aperture Science Maintenance Assurance Control Android, it's your job to make sure all the functionality of the facility is top notch. Aerial faith plates are working, doors open properly, the lights are on, that sort of thing. It's important for both the facility and for the survivability of test results, two things which gives your career one of "job security" if you do it right. Your boss, GLaDOS, expects the best out of you, and to inform her when things go wrong.
One day, using your Portal Device to investigate strange breakdowns informed to you by the nanobot workcrew, you begin to notice a lot of things breaking down. You're tasked with quickly rushing to the Geothermal Energy Generator, where Aperture Laboratories pumps pure magma from the Earth's core to power the facility, allowing them to stay completely off the grid. When you get there, you attempt to fix the problem right then and there as it seems like you could, but then the whole thing goes tits up. Turns out fixing the problem resets the system. Reseting the system turns the generator off. Remember, this was designed by humans. Some things aren't in GLaDOS' control.
GLaDOS, running only off her emergency backup battery reserve, has enough power to turn on the Emergency Light Cubes, special cubes designed much like flashlights that can be stacked on top of each other in work enviroments. It was something designed by the humans before she killed them, but she finally has a use for them. Quickly, you must get through the now falling apart facility, being forced into going through retro Aperture testing sites and then through faulty testing chambers that are now malfunctioning, to try and save the doomed facility by turning the switch which will reactivate the generator, saving the facility and your boss. While doing all of this, you have to do it while using the ELCs to see, as everything else is drenched in pure darkness (except the retro Aperture testing sites, which have their own emergency lighting for some reason... maybe something to play into the storyline?). [/quote]
Could be a ten to fifteen level map pack, with three or four big "story" levels that comprise discovering the faulty generator and "fixing" it, then when you fall into retro Aperture when the first power loss malfunctions begin to occur and have to climb back out by solving puzzles, then when you get out of retro Aperture into the now malfunctioning Enrichment Center and discover how bad things have gotten since you were dropped down a hole.
What do you guys think? I can't map, but it's an idea someone else can take and run with, or maybe an entire team!
That seemed to do the trick, thanks. I can't seem to get it to play more than 1 core's sounds at once though. It just stops the previous core's sounds and starts the others.
Just a quick map I've started. It's just an atmospheric start to a puzzle map.
[Media]http://www.youtube.com/watch?v=ob4OHPjQbIo&feature=player_embedded[/media]
I'm trying to preview GLaDOS' lines - I've got everything set up for her to speak in game, but there is no preview. It just says "Previewing 'name of file'".
Are you not supposed to hear her? I can hear Music and other sounds, just not any scenes.
[QUOTE=Nephilim;30226515]I'm trying to preview GLaDOS' lines - I've got everything set up for her to speak in game, but there is no preview. It just says "Previewing 'name of file'".
Are you not supposed to hear her? I can hear Music and other sounds, just not any scenes.[/QUOTE]
You need to extract them first I guess.
[QUOTE=Nephilim;30226515]I'm trying to preview GLaDOS' lines - I've got everything set up for her to speak in game, but there is no preview. It just says "Previewing 'name of file'".
Are you not supposed to hear her? I can hear Music and other sounds, just not any scenes.[/QUOTE]
Having the exact same problem, no .vcd files can be played at all. Every other sound works fine
[QUOTE=Butthurter;30230436]you cant hear any character dialogues without being ingame, they need to be converted into .mp3, which then you can finally hear what they say
i dont know why this is so[/QUOTE]
Well that's a load of bull from Valve tbh, since it's been working perfectly fine in all their previous games, and I don't want to have to spend 10 minutes to look through a bunch of files on my harddrive, and THEN find it in the sound browser
I have no idea what to do.
[editline]4th June 2011[/editline]
Seriously, I can't figure it out. Where am I supposed to go? There's no sense of direction
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