• Portal 2 Mapping II
    998 replies, posted
[img]http://media.moddb.com/images/mods/1/18/17905/vp_laboratories_05_final0001.jpg[/img] [img]http://media.moddb.com/images/mods/1/18/17905/vp_laboratories_05_final0000.jpg[/img] [img]http://media.moddb.com/images/mods/1/18/17905/vp_laboratories_05_final0002.jpg[/img] 1 Box 3 Buttons
[QUOTE=slayer20;30789418]I have a door that I want to open when both a button is pressed and a laser is turned on. In other words, how would I make a door open when two objects are pressed/turned on?[/QUOTE] A couple options: 1) Use a math_counter with a max value of 2. When the button is pressed, add 1. When the laser is powered, add 1. OnHitMax -> Open door 2) Use a logic_branch_listener and 2 logic_branches. When the button is pressed, set one branch to 1. When the laser is powered, set the other branch to 1. When the logic_branch_listener sees both are true (OnAllTrue), open the door.
[QUOTE=Rand0mNumber;30813957]A couple options: 1) Use a math_counter with a max value of 2. When the button is pressed, add 1. When the laser is powered, add 1. OnHitMax -> Open door 2) Use a logic_branch_listener and 2 logic_branches. When the button is pressed, set one branch to 1. When the laser is powered, set the other branch to 1. When the logic_branch_listener sees both are true (OnAllTrue), open the door.[/QUOTE] I originally did it with the math_counter. I was just wondering if there was another, easier way. The math_counter isn't hard to set up though.
[QUOTE=slayer20;30815433]I originally did it with the math_counter. I was just wondering if there was another, easier way. The math_counter isn't hard to set up though.[/QUOTE] Ah. Well, you could have the button turn on the laser which, in turn, opens a door. I did forget to mention the "subtract" and "set value to 0" steps. Not saying you wouldn't know to do that; I just figure I should at least put it down somewhere.
Another question I have is about the scene files. Whenever I go to listen to one the scene files in the sound browser, nothing plays. So I have to select the file in hammer, then load my map up just to see what the person is saying. Anyone else have this problem? And is there a way around it?
@Slayer20, I normally just open up the sound directory for the character I'm looking at sound files for, then play them in something that can run the encoding, then match up the file names. Does anyone know how to make the fog fade into the next env_fog? It seems very unnatural just to turn one on then the next. I need to know how to make it fade in to the next fog. Anybody know how?
I got back to some texture work and here what i've done. My job was to make some beta textures (using portal 2 resources) and make some textures that Valve skipped somewhy. Pics (WIP) [img]http://img594.imageshack.us/img594/885/beta1l.jpg[/img] [img]http://img714.imageshack.us/img714/1346/beta2z.jpg[/img] [img]http://img233.imageshack.us/img233/8528/beta3a.jpg[/img] [img]http://img215.imageshack.us/img215/6610/beta4.jpg[/img] PS. If you remember some beta stuff - show me pics and i will try to recreate
[QUOTE=d3m0l1sh3r;30871958]I got back to some texture work and here what i've done. My job was to make some beta textures (using portal 2 resources) and make some textures that Valve skipped somewhy. Pics (WIP) [img]http://img594.imageshack.us/img594/885/beta1l.jpg[/img] [img]http://img714.imageshack.us/img714/1346/beta2z.jpg[/img] [img]http://img233.imageshack.us/img233/8528/beta3a.jpg[/img] [img]http://img215.imageshack.us/img215/6610/beta4.jpg[/img] PS. If you remember some beta stuff - show me pics and i will try to recreate[/QUOTE]Could you make a pack where all white tiles have those awesome holes? Even the broken ones :buddy:
Would anyone agree with me that you can ALWAYS hear GLaDOS? For instance, when she woke up, if there was someone else there, do you think they would hear her say "Oh, it's you", even if they're in a test chamber?
[QUOTE=LilRobot;30876074]Would anyone agree with me that you can ALWAYS hear GLaDOS? For instance, when she woke up, if there was someone else there, do you think they would hear her say "Oh, it's you", even if they're in a test chamber?[/QUOTE]No, that wouldn't make any sense.
[QUOTE=LilRobot;30876074]Would anyone agree with me that you can ALWAYS hear GLaDOS? For instance, when she woke up, if there was someone else there, do you think they would hear her say "Oh, it's you", even if they're in a test chamber?[/QUOTE] It's pretty damn obvious it isn't played throughout the entire facility, or you would've heard it being played all over the facility. All of those rooms having the same sound played at the exact same moment is very loud.
Has anyone ever gotten any real headway on porting Portal 1 over to Portal 2?
[QUOTE=razorbeamz;30878983]Has anyone ever gotten any real headway on porting Portal 1 over to Portal 2?[/QUOTE] [img]http://filesmelt.com/dl/a40.jpg[/img] i have clean and destroyed versions of chamber 09
[QUOTE=Rand0mNumber;30696653]The Source Engine did not like this: [media]http://www.youtube.com/watch?v=-Epr3khsZUg[/media] Ack! The brush ids changed on the overlay. :argh: [U][/U][/QUOTE] This needs more lights. Just my opinion, it's way too dark.
[QUOTE=Kaliber;30880096][img]http://filesmelt.com/dl/a40.jpg[/img] i have clean and destroyed versions of chamber 09[/QUOTE] More screens please
[media]http://www.youtube.com/watch?v=gXcvp41ZmOQ[/media] i found an old model file that they used in the "fizzlers" demonstration video, and used it as a fizzle effect. let me know what you think. (dunno if it's still processing the video yet)
[QUOTE=LilRobot;30894757][media]http://www.youtube.com/watch?v=gXcvp41ZmOQ[/media] i found an old model file that they used in the "fizzlers" demonstration video, and used it as a fizzle effect. let me know what you think. (dunno if it's still processing the video yet)[/QUOTE] I remember there is also turret animation
[img]http://www.majhost.com/gallery/Colossal/aliveandkicking/sp_a7_chamb140001.jpg[/img] Me and some people are working on a Portal 1 remake. That's Chamber 14. Remade by P0rtalplayer.
[QUOTE=Kettle Chips;30893965]This needs more lights. Just my opinion, it's way too dark.[/QUOTE] It's the downside of solely using the black_wall_metal_004 group of textures. 002 would brighten it up quite a bit without having to add lights. Aside from a texture change, I agree that adding light to make the buttons, futbol dispensers, and ball dropper stand out would make it easier to see what's going on.
[img]http://www.majhost.com/gallery/Colossal/aliveandkicking/aak_features.png[/img]
[QUOTE=ColossalSoft;30916467][img]http://www.majhost.com/gallery/Colossal/aliveandkicking/aak_features.png[/img][/QUOTE] This should get it's own thread.
[QUOTE=CakeMaster7;30919416]This should get it's own thread.[/QUOTE] It will when development really takes off. So far we have a few textures and two work in progress map (Chambers 14 and 16). Chamber 15 is still Indev. EDIT: Oh yeah, and custom loading screens. Without replacing the defaults. Super secret. (even though Grox posted how to do it on myApertureLabs...) EDIT2: Oh yeah, and it has new music. Woo.
[QUOTE=ColossalSoft;30919608]It will when development really takes off. So far we have a few textures and two work in progress map (Chambers 14 and 16). Chamber 15 is still Indev. EDIT: Oh yeah, and custom loading screens. Without replacing the defaults. Super secret. (even though Grox posted how to do it on myApertureLabs...) EDIT2: Oh yeah, and it has new music. Woo.[/QUOTE] Will it have the GLaDOS boss fighty kind of thing at the end?
[QUOTE=ColossalSoft;30919608]It will when development really takes off. So far we have a few textures and two work in progress map (Chambers 14 and 16). Chamber 15 is still Indev. EDIT: Oh yeah, and custom loading screens. Without replacing the defaults. Super secret. (even though Grox posted how to do it on myApertureLabs...) EDIT2: Oh yeah, and it has new music. Woo.[/QUOTE] Super secret? lol, just you need to name level sp_aX (where X is some number higher than 6-7) and name loading screen texture materials/vgui/loading_screens loadingscreen_aX_Z (and z for slide show, make 4 for example and name from 1 to 4). BTW i figured that out by myself long time ago PS. Dont be such a pricks with your "supah secret stuff"
[QUOTE=JimJam707;30919971]Will it have the GLaDOS boss fighty kind of thing at the end?[/QUOTE] Yeah, how difficult would it be to make the final boss fight? Would you make new cores to replace the old ones but in the style of Wheatley? (And then make them play the sound files of the cores from the first game) If so I want you to break into my house and steal my money, because the old cores in Wheatley's style would be incredible.
[QUOTE=CakeMaster7;30920821]Yeah, how difficult would it be to make the final boss fight? Would you make new cores to replace the old ones but in the style of Wheatley? (And then make them play the sound files of the cores from the first game) If so I want you to break into my house and steal my money, because the old cores in Wheatley's style would be incredible.[/QUOTE] Actually did this months ago.
[QUOTE=ColossalSoft;30922773]Actually did this months ago.[/QUOTE] You got them working and everything? (Because that's what I was referring to, not just making them, getting them to work ingame like they did in Portal 1)
[QUOTE=CakeMaster7;30923417]You got them working and everything? (Because that's what I was referring to, not just making them, getting them to work ingame like they did in Portal 1)[/QUOTE] Well getting sounds working is easy peasy. The model, skin, and animations all work: [img]http://www.majhost.com/gallery/Colossal/cores/set_02.png[/img]
Mmm, I'm trying to make a map and it has a pipe going through the test chamber. So I want to know; is it possible to randomize the time props go through there? I'm using prop_physics and point_templates, and I want to know if it's possible to randomize the time the point_templates spawn the object.
[QUOTE=ColossalSoft;30924792]Well getting sounds working is easy peasy. The model, skin, and animations all work: [img]http://www.majhost.com/gallery/Colossal/cores/set_02.png[/img][/QUOTE] Only problem is the anger core is different. I know you wanted it to look like the bombs but still. [editline]5th July 2011[/editline] [QUOTE=ColossalSoft;30903096][img]http://www.majhost.com/gallery/Colossal/aliveandkicking/sp_a7_chamb140001.jpg[/img] Me and some people are working on a Portal 1 remake. That's Chamber 14. Remade by P0rtalplayer.[/QUOTE] also that light from the catcher is way too bright
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