• Portal 2 Mapping II
    998 replies, posted
[QUOTE=p0rtalplayer;31189440]Yeah, that's for prop_linked_portal_doors, which use world portals. What I did is I opened one of the example maps and just copied the geometry that valve had made for their normal doors and made a prefab of it.[/QUOTE]Or you could make it an instance and have it in all of your maps :v:
making detail pass on map, ignore void on right as that will have other stuff there. what fog do you think looks best? testchamber_bts, bottomless_pit, bts [thumb]http://jimbomcb.net/files/07_2011/img_0302_3936.jpg[/thumb] [thumb]http://jimbomcb.net/files/07_2011/img_0303_4104.jpg[/thumb] [thumb]http://jimbomcb.net/files/07_2011/img_0304_4148.jpg[/thumb] darkness, jailbreak, lake [thumb]http://jimbomcb.net/files/07_2011/img_0305_4216.jpg[/thumb] [thumb]http://jimbomcb.net/files/07_2011/img_0306_4306.jpg[/thumb] [thumb]http://jimbomcb.net/files/07_2011/img_0307_4338.jpg[/thumb] tuberide, wall5 [thumb]http://jimbomcb.net/files/07_2011/img_0308_4427.jpg[/thumb] [thumb]http://jimbomcb.net/files/07_2011/img_0309_4502.jpg[/thumb]
My personal favourites are 'bts' and 'lake', but if I had to choose between them it'd probably have to be 'lake'. I haven't really seen that sort of atmosphere in a test chamber before.
Bottomless_pit or bts.
tuberide or jailbreak
jailbreak for sure
[QUOTE=Jimbomcb;31226926]making detail pass on map, ignore void on right as that will have other stuff there. what fog do you think looks best? ~fogs~ [/QUOTE] thanks now i know what all those fog colors are without having to test them myself
Darkness or Lake.
Bottomless_pit or Lake
Lake is looking pretty good ignore the misaligned texture on right of orange view, only just noticed [img]http://cloud.steampowered.com/ugc/542900342877393461/20FA9F3EEAA8D7539CC9C7E218A78E93609F69E3/[/img]
reminds me of this little gem [media]http://www.youtube.com/watch?v=-6gon66jF8s[/media] someone should make a map based on this
[QUOTE=spawn camp3r;31241776]reminds me of this little gem [media]http://www.youtube.com/watch?v=-6gon66jF8s[/media] someone should make a map based on this[/QUOTE] oh my god you know what this means? we can have like, movie theatres in portal 2 thanks to the .bik system!
Test broken? Improvise! [media]http://www.youtube.com/watch?v=GNIdLOrhbos[/media]
Looks pretty bitching, though you could use some ambient noise.
[QUOTE=Rand0mNumber;31265577]Test broken? Improvise! [media]http://www.youtube.com/watch?v=GNIdLOrhbos[/media][/QUOTE] If you want to add to the sense that the chamber's run-down, you could make it so that when you open the first door, only one side opens, then the other opens a few seconds later.
[QUOTE=Rand0mNumber;31265577]Test broken? Improvise! [media]http://www.youtube.com/watch?v=GNIdLOrhbos[/media][/QUOTE] Here are a few points I have: one, the wall the panel moves is too thick. Panel walls are as thick as the actual stand for it, I doubt it would be able to lift something that heavy. Two, again, there are (I think) larger panels you can use. If you don't want to, think about this. In Portal 2, if something's longer than the normal panel size, such as the bridge in Wheatley's 02, it isn't right in the center, it's at the edge of the object. You could use 2 panels, side by side, at the top of the wall. Last, (and this is less important,) go back through the start of the game. Notice how on the test signs, the high energy pellet isn't even there, despite it actually being present in the test? Not even in its own room is there a sign for it. What I think is the system can detect when testing elements aren't able to be used, and removes it from the sign. Perhaps you could darken the 2 flinging icons, since the wall used for the fling fell off, making it useless. Just my thoughts.
[QUOTE=Conro101;31270857]Here are a few points I have: one, the wall the panel moves is too thick. Panel walls are as thick as the actual stand for it, I doubt it would be able to lift something that heavy. Two, again, there are (I think) larger panels you can use. If you don't want to, think about this. In Portal 2, if something's longer than the normal panel size, such as the bridge in Wheatley's 02, it isn't right in the center, it's at the edge of the object. You could use 2 panels, side by side, at the top of the wall. Last, (and this is less important,) go back through the start of the game. Notice how on the test signs, the high energy pellet isn't even there, despite it actually being present in the test? Not even in its own room is there a sign for it. What I think is the system can detect when testing elements aren't able to be used, and removes it from the sign. Perhaps you could darken the 2 flinging icons, since the wall used for the fling fell off, making it useless. Just my thoughts.[/QUOTE] The sign is a premade texture, so I can't change it, but I could toggle it. The player can't go back to see it after things fall apart, so there would be no point in changing it. Furthermore, I wanted the fling to appear to be valid until the panel falls. I've added a second arm to help support the panel, but due to how I want it to move, I can't put a second set. They aren't centered, but not quite at the bottom either. I mentioned in the video's descriptions that I forgot a screenshake for when things fall apart and when the pillar impacts the wall. These have since been added. [QUOTE=William777;31266757]Looks pretty bitching, though you could use some ambient noise.[/QUOTE] I thought there was automatic ambient noise. Everytime I turn up my speakers I hear it. I'll look into how to add it for I've never added some before. [QUOTE=Baboo00;31268013]If you want to add to the sense that the chamber's run-down, you could make it so that when you open the first door, only one side opens, then the other opens a few seconds later.[/QUOTE] I used the door instance Valve provided which doesn't use that animation. The instance uses prop_testchamber_door, which doesn't have an option to change the open/close animation. I'll just copy the instance, add a prop_dynamic door, set it to use the broken animations, and fix whatever bugs arise. EDIT: Soundscape added. TestChamber_Industrial.BubblingGoo_01 sounded about right to me. I've made a broken door instance that opens/closes the right door, sparks once at the top every time it opens/closes, and plays the unlock, lock, broken open, and broken close sounds. Timing was a bit tricky, but I think I've got it. Sucks that I can't replace the video on youtube. Posting a "changes" video doesn't feel necessary.
Started working with the old Alien Swarm SDK method. Decided to learn how to use Aerial Faith Plates. [img]http://cloud.steampowered.com/ugc/576677340127501167/E4CF31B58D9224734CF92A18C0C5987CFE1052AE/[/img]
[QUOTE=Kyo;31322012]Started working with the old Alien Swarm SDK method. Decided to learn how to use Aerial Faith Plates. [img]http://cloud.steampowered.com/ugc/576677340127501167/E4CF31B58D9224734CF92A18C0C5987CFE1052AE/[/img][/QUOTE] Why not use the official SDK?
[QUOTE=ColossalSoft;31322330]Why not use the official SDK?[/QUOTE] It stopped working for me. I've posted in a few different places but no one seems to know what my issue is. Sucks too, because I lost all the instances when I reinstalled Portal 2 and now it refuses to re-download all that stuff. EDIT: This is my post about the issue I made a while ago, if you want to try and figure it out [quote]I know I've asked about this before but I really need help on this and waiting a week for a single post from Steam Support for every reply I give them is becoming unbearable. My Portal 2 SDK won't launch, update, or uninstall itself. I can't uninstall Portal 2 to fix it, because I can't uninstall the SDK. What I have tried: * Verify game cache on Portal 2 SDK * Verify game cache on Portal 2 * Repair Steam via installer * Restart Steam (multiple times) * Restart my computer (multiple times) * Check I'm connected to the internet (I am - everything on my computer works fine except Portal 2 SDK) Please tell me there's a fix for this other then just waiting or reinstalling Steam entirely. I don't wanna have to reinstall 90GB worth of games just to fix this one little program. [/quote] I've also deleted the Portal 2 folder and reinstalled multiple times.
[QUOTE=Kyo;31324081]It stopped working for me. I've posted in a few different places but no one seems to know what my issue is. Sucks too, because I lost all the instances when I reinstalled Portal 2 and now it refuses to re-download all that stuff. EDIT: This is my post about the issue I made a while ago, if you want to try and figure it out I've also deleted the Portal 2 folder and reinstalled multiple times.[/QUOTE] Then how about uninstalling and then reinstalling the SDK?
[QUOTE=Itauske Roken;31325561]Then how about uninstalling and then reinstalling the SDK?[/QUOTE] It gets stuck at "Download paused" or "Download starting" and refuses to do anything.
[img]http://cloud.steampowered.com/ugc/576677340140313244/E77F05200099CE139C6A5D181DEC4BE71A9B2E69/[/img] [url=http://myaperturelabs.com/file.php?id=799]Download[/url]
[QUOTE=Kyo;31328306][img]http://cloud.steampowered.com/ugc/576677340140313244/E77F05200099CE139C6A5D181DEC4BE71A9B2E69/[/img] [url=http://myaperturelabs.com/file.php?id=799]Download[/url][/QUOTE] Is that a Portal 1 elevator?
[QUOTE=nibbler234;31377712]Is that a Portal 1 elevator?[/QUOTE] hahah oh my god
[QUOTE=nibbler234;31377712]Is that a Portal 1 elevator?[/QUOTE] Yes.
[QUOTE=Kyo;31383204]Yes.[/QUOTE]Replace it :v:
well guys i have now figured out how to use valve's scripts and it is fun using them honestly takes care of the thousands of entities. [url]http://www.youtube.com/watch?v=fd0rQ0KBoWs[/url]
Took longer than expected, but hey, what can you do? :smile: It does deviate from the....normal Aperture environments. [media]http://www.youtube.com/watch?v=p2Ab9u9y7jA[/media] Perhaps I should start posting in the map pimpage thread again...
[QUOTE=Rand0mNumber;31445343]Took longer than expected, but hey, what can you do? :smile:[/QUOTE] Are you planning on making a custom model for the battery?
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