Does anyone know why it doesn't work to parent an invisible func_brush to circle_shield.mdl like to for example arm64x64_interior.mdl ?
[QUOTE=Portalifer;30271190]Does anyone know why it doesn't work to parent an invisible func_brush to circle_shield.mdl like to for example arm64x64_interior.mdl ?[/QUOTE]
Does it have an attachment point?
[QUOTE=ultradude25;30271438]Does it have an attachment point?[/QUOTE]
No I don't know what that is :$. I use a logic_auto with the output "OnMapSpawn: panel_brush1: SetParentAttachMentMaintainOffset: panel_attach. But system cannot find "panel_attach" like it can on the arm64 panel :(
[QUOTE=Portalifer;30271523]No I don't know what that is :$. I use a logic_auto with the output "OnMapSpawn: panel_brush1: SetParentAttachMentMaintainOffset: panel_attach. But system cannot find "panel_attach" like it can on the arm64 panel :([/QUOTE]
Some models have different offsets you need to set, theres a list at [url]http://wiki.p2mods.com/index.php?title=Panels[/url]
[QUOTE=Jessecar96;30271714]Some models have different offsets you need to set, theres a list at [url]http://wiki.p2mods.com/index.php?title=Panels[/url][/QUOTE]
Tyvm sir.
holy shit i didn't realise the new hammer actually had a particle browser...
[img]http://gyazo.com/72bf94bf3ad8506a8ca288e3f1e26f78.png[/img]
[editline]6th June 2011[/editline]
am I right in thinking that the sounds for bouncing on repulsion gel etc is using stacks, so it plays when you have music playing?
Has anyone encountered this lighting error in the departure elevator floor before? I can't fix it and it's pissing me off. I'm using the stock a4 elevator base and logic instances.
[URL=http://i.imgur.com/zLF0f.jpg][IMG]http://i.imgur.com/zLF0fl.jpg[/IMG][/URL]
[b]Edit:[/b]
Fixed!
[QUOTE=Angus;30274695]Has anyone encountered this lighting error in the departure elevator floor before? I can't fix it and it's pissing me off. I'm using the stock a4 elevator base and logic instances.
[URL=http://i.imgur.com/zLF0f.jpg][IMG]http://i.imgur.com/zLF0fl.jpg[/IMG][/URL]
[b]Edit:[/b]
Fixed![/QUOTE]
how did you fix it ?
I edited the a4 departure elevator base instance. From there, I disabled shadows on the circular frame surrounding the video screens.
[quote][img_thumb]http://cloud.steampowered.com/ugc/559784493864294796/6C53C3D7A07C758322031C461A940222EBD2D185/[/img_thumb][/quote]
Why has no one thought about doing this yet? The monitor is the same on top as it is on bottom, so just rotating the camera entity and the monitor instance 90 degrees will get you this awesome display.
[QUOTE=Butthurter;30276508]makes me wonder why valve didnt do that, he looks so much sinister in that rotation[/QUOTE]Wouldn't fit.
[QUOTE=Fearlezz;30260989][img]http://cloud.steampowered.com/ugc/540644195431641201/49249A7127714A3088B43F1119EE21ECB6EBF8B0/?jpg[/img]
[img]http://cloud.steampowered.com/ugc/540644195431642486/65B5B1D6ED0D6BBD6D305E610D96B259D60B6758/?jpg[/img]
[img]http://cloud.steampowered.com/ugc/540644195431636990/A3AADE92D950AAC28BD3C116826E08FB822E16CA/?jpg[/img]
[img]http://cloud.steampowered.com/ugc/540644195431639816/2E7464A22D834D820297F6514F84FE3E3A40E5F6/?jpg[/img]
[img]http://cloud.steampowered.com/ugc/540644195431638390/318F8193362420EBFA87C9AD35557FAAE83C3DB7/?jpg[/img]
My entry for that contest. Just need to do a few adjustments and Im done[/QUOTE]
I released this map - [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=761[/url]
Mmmm,i dunno why but my particle editor won't work :/
Screen below
[img]http://s3.noelshack.com/old/up/bug-5b82c89e56.png[/img]
If someone has something to fix this.
@Jordo76
Maybe you need to set the path to you portal 2 directory or the particles directory which should be located in the portal 2 directory.
@Gabe Newell
open console:
1. ss_map mp_coop_lz-3
2. sv_cheats 1
3. bind "1" "in_forceuser 0"
4. bind "2" "in_forceuser 1" / or just use BindToggle "z" "in_forceuser"
Have fun.
@Fearlezz
I liked your map alot!
Edit: Maybe just a little too tough at some points (harder ≠ better) , but artistically it was top notch! GJ
[QUOTE=toxicspill3457;30276666]Wouldn't fit.[/QUOTE]
Its about four portals wide and one portal tall, it could fit in a spacious test chamber.
It's been literally years since I've released anything here, and for that matter, anything at all. Here's my singleplayer contest entry if you want to play it. Not jaw dropping, but I gave it to the best of my ability.. Which isn't saying much when it comes to hammer.
VV here you go guys VV
[URL=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=817][IMG]http://i.imgur.com/RtvPkl.jpg[/IMG][/URL]
Hey how are you doing today guys?!
Todays question for you pro's is: How can I adjust the light coming out from the white textures? Like when doing block-light type of thingies and it gets too bright :).
[QUOTE=Angus;30285290]It's been literally years since I've released anything here, and for that matter, anything at all. Here's my singleplayer contest entry if you want to play it. Not jaw dropping, but I gave it to the best of my ability.. Which isn't saying much when it comes to hammer.
VV here you go guys VV
[URL=http://dl.dropbox.com/u/30627521/funnels_n_fizzlers.zip][IMG]http://i.imgur.com/RtvPkl.jpg[/IMG][/URL][/QUOTE]
I can see surfaces that have Nodraw on them (as in I can see through the walls) and it takes a while to get through one simple puzzle. Try getting some 'hints' in there as well as add some more test chambers between the start and the end.
Other than that it's pretty nice.
[QUOTE=ForgottenKane;30290022]
Raise the constant.[/QUOTE]
please stop trying to give advice when you don't know what you're talking about
anyway, as far as i know you can't adjust the brightness of a texture light, you can only change whether or not it casts light
[QUOTE=ForgottenKane;30290022]Raise the constant.[/QUOTE]
Would you like to be more specific? All I got is a brush with the texture white/sky. I find no guide to this, should I tie it to an entity first, and if, which one?
[editline]6th June 2011[/editline]
[QUOTE=Kaliber;30290224]anyway, as far as i know you can't adjust the brightness of a texture light, you can only change whether or not it casts light[/QUOTE]
That would work, or just a plain white texture that doesn't cast light. How do I do the first one? (Haven't found a white non-light-casting texture yet ;D).
[QUOTE=Portalifer;30290420]Would you like to be more specific? All I got is a brush with the texture white/sky. I find no guide to this, should I tie it to an entity first, and if, which one?
[editline]6th June 2011[/editline]
That would work, or just a plain white texture that doesn't cast light. How do I do the first one? (Haven't found a white non-light-casting texture yet ;D).[/QUOTE]
[QUOTE=Kaliber;30290224]please stop trying to give advice when you don't know what you're talking about
anyway, as far as i know you can't adjust the brightness of a texture light, you can only change whether or not it casts light[/QUOTE]
Crap, I though he was talking about a light that was too bright ONLY on white wall textures. Sorry.
A non-light casting white texture is tools/toolswhite.
I was interested in knowing, has anyone tried making an outdoor map? It could be an outdoor test chamber that's gameplaywise like the destroyed [sp]Old Aperture[/sp]in that the player can walk around and enjoy the environment and only a few things can have portals on them. I really liked the interactive trailer and it really makes me think how outdoor maps could be awesome.
Or is it not at all possible?
Isn't there a skybox issue with doing that?
[QUOTE=Kaliber;30290224]please stop trying to give advice when you don't know what you're talking about
anyway, as far as i know you can't adjust the brightness of a texture light, you can only change whether or not it casts light[/QUOTE]
[QUOTE=Portalifer;30289976]How can I adjust the light coming out from the white textures? Like when doing block-light type of thingies and it gets too bright :).[/QUOTE]
accually, the brightness of light textures can be adjusted using texture scale.
Which arm model has the ramp animations?
[QUOTE=IrishBandit;30294551]Which arm model has the ramp animations?[/QUOTE]
sigh, look there:
arm64x64_interior
animation is rampa_stair
And now I have three problems with the ramp panels:
You cannot scale the fourth step without jumping unless there is a playerclip ramp
You cannot go down the fourth step without jumping unless there is a playerclip ramp
The projected texture underneath the panels casts its light through the models and brushes and doesn't show their shadows when they move.
[QUOTE=Angus;30285290]It's been literally years since I've released anything here, and for that matter, anything at all. Here's my singleplayer contest entry if you want to play it. Not jaw dropping, but I gave it to the best of my ability.. Which isn't saying much when it comes to hammer.
VV here you go guys VV
[URL=http://dl.dropbox.com/u/30627521/funnels_n_fizzlers.zip][IMG]http://i.imgur.com/RtvPkl.jpg[/IMG][/URL][/QUOTE]
Can't figure this out. What's the solution?
[QUOTE=Skunkrocker;30300213]Can't figure this out. What's the solution?[/QUOTE]
SPOILERS BELOW - FUNNELS & FIZZLERS SOLUTION
[url=http://i.imgur.com/Lrmfy.jpg]step 1[/url]
[url=http://i.imgur.com/yRjcN.jpg]step 2[/url]
[url=http://i.imgur.com/GK6ld.jpg]step 3[/url]
[url=http://i.imgur.com/Pl2Wn.jpg]step 4[/url]
[url=http://i.imgur.com/Z6ZYL.jpg]step 5[/url]
[url=http://i.imgur.com/WNJwC.jpg]step 6[/url]
[url=http://i.imgur.com/ca9Wl.jpg]step 7[/url]
it kinda pays homage to portal 1 in a way :D
Okay... I got lost at step 2 honestly. That was a dumb mistake. I figured everything else out, except to place that blue portal in step 2.
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