[QUOTE=evlbzltyr;30087159]I swear Still Alive [I]was [/I]that mappack?[/QUOTE]
except better made
[QUOTE=NanoSquid;30071198]I'm having some trouble with my func_instances, when I assign the VMF they're staying little pink squares instead of loading the instance. Anyone know what causes this?[/QUOTE]
Instances are actually terrible and have this habit to not load immediately. If they're not loading after reopening the map then it's probably user error.
Having a bit of trouble with the ending lift ride (the underground one)-
it doesn't quit the map after it ends.
I made it fade to black after the player starts to go up, and added a game_end entity to trigger after it's faded to black, but it doesn't do anything...
Anyone know if it's some other way?
Hey is it really that bad that I used a logic gate to trigger a hard light bridge? It's working perfectly fine but I'm wondering if I did it stupidly because I wanted to trigger only when a laser relay AND laser trigger were both triggered.
[QUOTE=LilRobot;30088222]Still alive WAS that ma--
[img]http://cloud.steampowered.com/ugc/540643574035310467/C0BE039EB7AC104363B16AD94CABEF64A89BCCA6/[/img]
HOLY SHIT WHAT THE FUCK GLADOS?[/QUOTE]
that is a helluva lotta broken turrets
[QUOTE=Rand0mNumber;30056909]Leak? It looks like you have a hall of mirrors in the first shot.
EDIT:
Actually, it looks like they're getting some light from a very dim or distance source in the 3rd shot.
Has placing a light right infront of them helped?
Oh. I clicked too soon and managed to agree with you instead of selecting a window.[/QUOTE]
Tried, nothing is working on it.
What I have to do to make panels portalable? They are using portalable material and they are func_brushes with solidity of "Always Solid"? Info_placement_helpers don't help (pun not intended).
Making some small mappack
[img]http://img714.imageshack.us/img714/8370/13906868.jpg[/img]
[img]http://img233.imageshack.us/img233/2157/79483638.jpg[/img]
[img]http://img31.imageshack.us/img31/6153/53052076.jpg[/img]
[img]http://img835.imageshack.us/img835/8493/62085805.jpg[/img]
[img]http://img192.imageshack.us/img192/9897/66746486.jpg[/img]
[img]http://dl.dropbox.com/u/4379567/oldscience/sp_oldscience0004.jpg[/img]
Old Science: The Science your Science could be like.
I have a question. I'm trying to make a map, but I keep spawning with the potato gun. Does anyone know how to fix it so that I have a normal upgraded portal gun without the potato?
[QUOTE=nibbler234;30097542]I have a question. I'm trying to make a map, but I keep spawning with the potato gun. Does anyone know how to fix it so that I have a normal upgraded portal gun without the potato?[/QUOTE]
When you place a weapon_portalgun somewhere in your map, doubleclick the entity and uncheck "Show potato" or something like that.
Has anyone bothered to get a list of particles yet?
apparently not. i've started filling in a list here: [url]http://developer.valvesoftware.com/wiki/List_of_Portal_2_Particles[/url]
anyone willing to help with formatting feel free, i've not worked with wiki formatting much.
Is there an instance of the underground fizzler?
[QUOTE=Joppari;30098802]Is there an instance of the underground fizzler?[/QUOTE]
Not that I know of, just as well because in some cases you'd want to stretch it out.
Just copy it from the sp_speed_ramp map, it's just 2 planks, 2 models and the grid itself.
Fixed my problem with panels. I had to disable collisions for panel models.
Is it harder to make Cave Johnson levels than new Aperture?
When you are out of puzzle ideas, go here: [url]http://www.facepunch.com/threads/1092487-For-all-Portal-2-mappers-out-there-when-your-ideas-are-bad[/url]
I'm getting a weird glitch with world portals , whenever I go close to them , say roughly 16 units it appears to be inivisible , but still works. If I go further away , it looks like it should.
i've also decided that for any canon time travel , you have to go from the present to the past. present to future creates continuity errors.
[editline]ibetthejewsdidthis[/editline]
Hmm , it must be how i'm making my worldportal. Because they are one way , I need two of them to create the doorway effect I want for my wormhole.... generator. They both overlap each other. The effect goes away if I close one of the portal pairs...
damnit
Finally finished [url]http://developer.valvesoftware.com/wiki/List_of_Portal_2_Particles[/url] ... it's laid out the way it's laid out in the manifest, any ideas for a better way to sort it?
Is there any filter_ team/colour entity to differentiate between blue/red bots?
[img]http://img32.imageshack.us/img32/8451/timeslowturrets.jpg[/img]
Making progress!
Does anyone know the name of the portal gun podium? Nevermind! Found it.
I wish I could make levels like you guys, god damn I suck at mapping.
While I can come up with some pretty good level designs, I can't make them for shit. I have like an entire notebook filled with designs for levels, each greatly detailed, but I can't apply them at all. Hammer is way too difficult to me and I don't know why.
I hope you all get to finish your maps, or at least have fun making them.
[QUOTE=ForgottenKane;30108808]I wish I could make levels like you guys, god damn I suck at mapping.
While I can come up with some pretty good level designs, I can't make them for shit. I have like an entire notebook filled with designs for levels, each greatly detailed, but I can't apply them at all. Hammer is way too difficult to me and I don't know why.
I hope you all get to finish your maps, or at least have fun making them.[/QUOTE]
Scan some of your designs, maybe some of the regulars here could make your designs come true :buddy:
[QUOTE=Jimbomcb;30098066]Has anyone bothered to get a list of particles yet?
apparently not. i've started filling in a list here: [url]http://developer.valvesoftware.com/wiki/List_of_Portal_2_Particles[/url]
anyone willing to help with formatting feel free, i've not worked with wiki formatting much.[/QUOTE]
The easiest way to get a list of the particles is via the particle viewer. Just use gfc scape to extract all the particles to the particle folder of portal 2 and then they will all be visible in the selection.
[QUOTE=evlbzltyr;30109066]Scan some of your designs, maybe some of the regulars here could make your designs come true :buddy:[/QUOTE]
I don't have a scanner, sadly. If I did I would do that in a heartbeat for you guys.
I know how hammer works and pretty much all of my designs would be do-able, it's just my execution of them have always sucked.
Maybe I can describe them in detail if people are interested?
[QUOTE=d3m0l1sh3r;30095961]
[img]http://img233.imageshack.us/img233/2157/79483638.jpg[/img][/QUOTE]
Holy shit that is the dirtiest gun I've ever seen.
[QUOTE=Butthurter;30110254]i think the curiosity core eyes there looks too much like the type of eyes the turrets/space core have
try to make it more wheatley-styled but with a black iris like the original curiosity core[/QUOTE]
He is curious, the wide eyed pupil kind of signals an openness and curiosity to the world.
[QUOTE=Butthurter;30110254]i think the curiosity core eyes there looks too much like the type of eyes the turrets/space core have
try to make it more wheatley-styled but with a black iris like the original curiosity core[/QUOTE]
Anger-cores colors also look a little too flamboyant, change them up a bit? Change the pink bit to black and brown-ish to white.
If you read the corner, the anger core is styled after the bombs near the end of Portal 2. Which is actually a modified anger core. Load up the model and see for yourself. I think it's along the lines of anger_core.mdl or something like that.
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