• Portal 2 Mapping II
    998 replies, posted
[QUOTE=Neo Kabuto;31469901]Are you planning on making a custom model for the battery?[/QUOTE] I haven't given that much thought. However, doing so would force me to take up the XSI Mod Tool again and actually learn how to use it. If I did make a custom model, it'd probably be a mashup of the laser emitter and a cube. But to answer your question, I'm not planning on making a custom model right now.
Why are my panel animations bugged? [img]http://cloud.steampowered.com/ugc/540649169630155707/C9294655891DD3C9751FCA9B72C2B67A8ABDE1F4/[/img] The floor tile with the button should be on the panels. It does the animation, but not on the panels. What do?
Did you parent the panel to the prop with a logic_auto sending the panel an input of SetParentMaintainOffset panel_attach?
yup
By "It does the animation, but not on the panels." do you mean if the panels animate, the tile/button move as well, just offset? If so, is the tile lined up with the default animation of the prop in Hammer?
It does move with an offset. I've lined it up, this is actually the second time this is happening in this map. But by default animation you mean the one I selected in the Model tab, right? Or should I line it up with the BindPose?
I can't get the animation to stick when using the model tab, so I line things up with BindPose. I believe there is some default animation keyvalue, but I haven't tried it yet.
I guess I could edit my previous post, but that wouldn't indicate new content. The map chooses from 1 of 3 possible puzzles by drawing components from 2 set puzzles. Putting the videos side-by-side might be a better way of making this more apparent. [media]http://www.youtube.com/watch?v=CS8zR4sHljA[/media] EDIT: There is a fourth possibility, but that removes all puzzle elements and leaves the player in an empty room with two locked doors. EDIT 2: [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=984]First Map Pack[/url] [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1148]Second Map Pack[/url]
[QUOTE=Rand0mNumber;31578562]I guess I could edit my previous post, but that wouldn't indicate new content. The map chooses from 1 of 3 possible puzzles by drawing components from 2 set puzzles. Putting the videos side-by-side might be a better way of making this more apparent. [media]http://www.youtube.com/watch?v=CS8zR4sHljA[/media] EDIT: There is a fourth possibility, but that removes all puzzle elements and leaves the player in an empty room with two locked doors. EDIT 2: [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=984]First Map Pack[/url] [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1148]Second Map Pack[/url][/QUOTE] Very cool. I would suggest not having a laser cube at the first one by the way, it gives the impression that there should be a laser.
[img]http://img11.imageshack.us/img11/5121/46659733.jpg[/img]
[QUOTE=d3m0l1sh3r;31761183]pic[/QUOTE] I sense ninja moves. I like it!
I made a video tutorial for the Improvisation map instead of completing this one last week. [media]http://www.youtube.com/watch?v=QZiYqPD1O2E[/media] Must...keep...thread...alive...
I've been messing around with the mapping tools for awhile since it hit beta and while I think I'm fairly decent with the tools at my disposal the actual puzzle building part is hard as hell. I don't know how Valve has done it, but they have done a good job of not making me feel like an idiot doing a test. Everything usually just [I]flows[/I]. Any tips? I'm currently stuck using thermal discouragement beams and flingers on a map that I have spent far too much time on. At this point I'm just looking for closure.
Valve used a lot of playtesters to find a good flow. Not everything came out smooth off the bat. They also build up to a puzzle by introducing bits at a time instead of dumping the player into the room. When I want a puzzle to end, I put the entry and exit doors in. That gets me in the mindset to finish what I have instead of adding elements for the sake of complexity. Perhaps breaking a puzzle up into multiple chambers instead of building a behemoth will help.
God dammit. My Portal 2 crashes upon opening maps with linked_portal_door. What gives?
Disable multicore rendering.
Labyrinth 2.0 [img]http://img225.imageshack.us/img225/6640/34559010.jpg[/img] [img]http://img690.imageshack.us/img690/486/69421838.jpg[/img] [img]http://img535.imageshack.us/img535/7796/92522682.jpg[/img] [img]http://img21.imageshack.us/img21/746/75143171.jpg[/img]
I've been making tutorials lately due to a lot of comments and messages consisting of "How did you do that?" So, no new content, but the sources for some old content. [media]http://www.youtube.com/watch?v=_gVYzo6_d8Y[/media] Download: [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1213[/url] It might be helpful, it might not. I'm curious to see what people do with it, if anything at all.
hello, and, again, welcome to the Companion Cube Science Enrichment Center. [video=youtube;z7ny2UWtsug]http://www.youtube.com/watch?v=z7ny2UWtsug[/video]
Your colors look really saturated. How do?
[QUOTE=ColossalSoft;32087098]Your colors look really saturated. How do?[/QUOTE] ehm, i'm not sure what you mean. the only saturated part i see is the preview picture.
hm, does anyone know how to parent stuff to viewmodels? and how to detect a buttonpress?
After a long while I'm pretty much done with the puzzles. [video=youtube;QkMml-KLmKc]http://www.youtube.com/watch?v=QkMml-KLmKc&feature=email&email=comment_received[/video] A few things needs to be fixed, though. I'll be doing that later. :v:
[QUOTE=LilRobot;32187781]hm, does anyone know how to parent stuff to viewmodels? and how to detect a buttonpress?[/QUOTE] 1: The first thing that came to mind was spawning something in the player's face and then parenting it to them. However, I doubt it'll work as intended. 2: Closest thing I can think of at the moment is the game_ui entity. Otherwise, implement aliases using point_clientcommand and use a configuration file to bind keys to those aliases.
[QUOTE=Rand0mNumber;32235148]1: The first thing that came to mind was spawning something in the player's face and then parenting it to them. However, I doubt it'll work as intended.[/QUOTE] I think it would, actually. Didn't someone make a Paint Gun before by simply parenting a gel spawner to the Portal Gun?
[QUOTE=Kyo;32237060]I think it would, actually. Didn't someone make a Paint Gun before by simply parenting a gel spawner to the Portal Gun?[/QUOTE] Looking into it, I think if you spawn something anywhere, send it the SetParentAttachment input, and adjust its angles (or is it angles then parent), it should work. You just need the attachment from the viewmodel.
Keeping it simple. Arm splints and mice don't mix. [media]http://www.youtube.com/watch?v=6o7pZLbjuGU[/media]
Hey, first post here. I'm looking for feedback on this WIP map before I release the final version. Download [URL="http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=395"]HERE[/URL]. Cheers. [IMG]http://dl.dropbox.com/u/2073058/c2_800.jpg[/IMG] [IMG]http://dl.dropbox.com/u/2073058/c5_800.jpg[/IMG]
[QUOTE=Jaxe42;32505358]Hey, first post here. I'm looking for feedback on this WIP map before I release the final version. Download [URL="http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=395"]HERE[/URL]. Cheers. [IMG]http://dl.dropbox.com/u/2073058/c2_800.jpg[/IMG] [IMG]http://dl.dropbox.com/u/2073058/c5_800.jpg[/IMG][/QUOTE] Mother of god, that looks amazing.
Thanks! More screens: [IMG]http://dl.dropbox.com/u/2073058/c3bts_800.jpg[/IMG] [IMG]http://dl.dropbox.com/u/2073058/c3_800.jpg[/IMG] Still looking for blind playthrough demos if anyone has 20 mins to spare. (Remember to start a new demo after a load point.)
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