• Portal 2 Mapping II
    998 replies, posted
lighting underground chambers has to be the most annoying fucking thing ever [img_thumb]http://filesmelt.com/dl/undergroundtest0001.jpg[/img_thumb] anyone got any idea how to get rid of these lighting errors
[QUOTE=ColossalSoft;30110418]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.[/QUOTE] I know, but he still doesn't look right at all. I sure as hell would not feel threatened by him at all, nor would he seem fit unless this is a comedy mod.
[QUOTE=ColossalSoft;30110205][img]http://www.majhost.com/gallery/Colossal/cores/set_02.png[/img][/QUOTE] Awesome, will we be able to make our own NPCs like Wheatley (Or can we already make them?)? I haven't been keeping up with the thread so I don't know.
[QUOTE=Kaliber;30110456]lighting underground chambers has to be the most annoying fucking thing ever anyone got any idea how to get rid of these lighting errors[/QUOTE] Check compile settings, make sure you're not using -fast or whatever, make sure you don't have multiple projected_textures on at the same time, check that your standard lights aren't named (you can name the ones you want to turn on and off, but make sure you only have 3 of them). Check if shadows are enabled on some of the props - you could use a point lighting reference to make the parts of the sphere line up correctly (if they are made up of multiple props, I'm unfamiliar). Just some ideas.
[QUOTE=CakeMaster7;30110508]Awesome, will we be able to make our own NPCs like Wheatley (Or can we already make them?)? I haven't been keeping up with the thread so I don't know.[/QUOTE] Technically you dont make an NPC. You take a core model, hex it, make it a custom texture, spawn it in a map, make some custom sounds, create some custom scenes for it, and then call on those scenes in a custom map and you've got a custom core. Really easy to do [QUOTE=Butthurter;30110537]i meant the yellow lines in the eye, its too space core/turret-ish[/QUOTE] I like it personally
[QUOTE=William777;30110528]Check compile settings, make sure you're not using -fast or whatever, make sure you don't have multiple projected_textures on at the same time, check that your standard lights aren't named (you can name the ones you want to turn on and off, but make sure you only have 3 of them). Check if shadows are enabled on some of the props - you could use a point lighting reference to make the parts of the sphere line up correctly (if they are made up of multiple props, I'm unfamiliar). Just some ideas.[/QUOTE] i'll try the last one, thanks [editline]a[/editline] didn't work out very well, i placed the origin in the center of the map and it pretty much made the exterior fullbright and the water normal
I don't really get why he has to be so drastically different from the others. The eye looks great, but the rest just looks plain and bland. Not necessarily bad, it just doesn't portray any kind of emotion, which works with the others because their "shell" isn't supposed to be representative of their personality, whereas it's clear that's what you've attempted with yours. @colossalsoft
[QUOTE=superdinoman;30110545]Technically you dont make an NPC. You take a core model, hex it, make it a custom texture, spawn it in a map, make some custom sounds, create some custom scenes for it, and then call on those scenes in a custom map and you've got a custom core. Really easy to do I like it personally[/QUOTE] That's kind of what I meant, I was using the literal meaning of NPC. (Non Player Character)
[QUOTE=CakeMaster7;30110585]That's kind of what I meant, I was using the literal meaning of NPC. (Non Player Character)[/QUOTE] Yeah I know, just thought Id clarify it a bit.
[QUOTE=superdinoman;30110625]Yeah I know, just thought Id clarify it a bit.[/QUOTE] Can we make animations like Valve did for Wheatley? (His "expressions") Is it just the same way they do human NPCs lip synching?
[QUOTE=CakeMaster7;30110726]Can we make animations like Valve did for Wheatley? (His "expressions") Is it just the same way they do human NPCs lip synching?[/QUOTE] You use the faceposer to load the core's scenes files which lists the animations. Tons of them, I dont think you really need to make custom ones. The hexed models will still use the original animations, all you need to do is make scenes that call on a specific animation and a specific sound file and then set it up in the map.
I'm hoping that when people make custom campaigns with custom cores that they do good characters with real personality and great voice acting. It'll definitely make me happy. It'd make up for the lack of other cores to meet throughout Portal 2. (I'm not counting the [sp]defective cores you meet at the end[/sp] since they're not really characters since you only met them briefly and had no development whatsoever. They're not characters the same way the Citizens in HL2 aren't characters, they're just there, not adding to the story other than by existing.)
[QUOTE=Kaliber;30110456]lighting underground chambers has to be the most annoying fucking thing ever [img_thumb]http://filesmelt.com/dl/undergroundtest0001.jpg[/img_thumb] anyone got any idea how to get rid of these lighting errors[/QUOTE] Put an info_lighting somewhere and set all your sphere models to use it as their lighting origin.
[QUOTE=Instant Mix;30101138]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[/QUOTE] r_simpleworldmodel_drawbeyonddistance_fullscreen 999999 World portal distance problems be gone.
Can anyone tell me how to fix this? The two white slabs are lights. [img]http://cloud.steampowered.com/ugc/577798270993607500/40652ED2F64129BDFBBC253CDFB4D9B9B0B1C8B8/?jpg[/img] The black thing is a surface that has a normal texture on it, but I think the lights are so close to it that it's fucking it up.
[QUOTE=LilRobot;30088222]Still alive WAS that ma-- [img]http://cloud.steampowered.com/ugc/540643574035310467/C0BE039EB7AC104363B16AD94CABEF64A89BCCA6/[/img] HOLY SHIT WHAT THE FUCK GLADOS?[/QUOTE] Just pointing out that the shields still say Wheatley on them.
[QUOTE=IliekBoxes;30112387]Just pointing out that the shields still say Wheatley on them.[/QUOTE] The mod part is still WIP, I still have some mapping to and may need a skinner to help me out. Also, I just got the best idea ever: 1. plug space core into glados' mainframe 2. space core takes over glados body 3. oh shit
[QUOTE=LilRobot;30112416]The mod part is still WIP, I still have some mapping to and may need a skinner to help me out. Also, I just got the best idea ever: 1. plug space core into glados' mainframe 2. space core takes over glados body 3. oh shit[/QUOTE] FUCK SHIT UP
[QUOTE=LilRobot;30112416]The mod part is still WIP, I still have some mapping to and may need a skinner to help me out. Also, I just got the best idea ever: 1. plug space core into glados' mainframe 2. space core takes over glados body 3. oh shit[/QUOTE] Then Aperture Science's entire base was in space. Then GLADoS is satellite. [editline]12:03[/editline] "So, how are you? Because I'm a satellite. *clap* *clap* *clap*
[QUOTE=Butthurter;30113325]test chambers floating in space, yes please and the elevator exits are pods that travel to other nearby chambers[/QUOTE] Not pods, [b]rockets[/b]. You will be rammed into a new test-chamber by rocket with debris everywhere. Gentlemen, I think we found the best Portal 2 mod idea, ever.
[QUOTE=ForgottenKane;30113355]Not pods, [b]rockets[/b]. You will be rammed into a new test-chamber by rocket with debris everywhere. Gentlemen, I think we found the best Portal 2 mod idea, ever.[/QUOTE] Rockets, explosions, space? You may just be right
[QUOTE=ForgottenKane;30113355]Not pods, [b]rockets[/b]. You will be rammed into a new test-chamber by rocket with debris everywhere. Gentlemen, I think we found the best Portal 2 mod idea, ever.[/QUOTE] jesus christ yes. my mod was just going to be test chambers with new cores, maybe some cave johnson chambers, and some intense bts scenes, but space.. holy shit yes. mind if I snatch this idea? :3
Playing around with Hammer, haven't mapped on it in a while. I remember never being able to get lighting down. [img]http://cloud.steampowered.com/ugc/595812017106224661/077731D994FE865007330DDA630F650960DB1B08/[/img] I think I did a decent job this time around. [editline]29th May 2011[/editline] Also how do you get the doors to open when a button is pressed?
[QUOTE=LilRobot;30113531]jesus christ yes. my mod was just going to be test chambers with new cores, maybe some cave johnson chambers, and some intense bts scenes, but space.. holy shit yes. mind if I snatch this idea? :3[/QUOTE] Go ahead, take it. I suck at hammer (even though I am [i]slowly[/i] getting better), so I won't be doing that anytime soon. [editline]29th May 2011[/editline] [QUOTE=TheBrokenHobo;30113574]Playing around with Hammer, haven't mapped on it in a while. I remember never being able to get lighting down. [img]http://cloud.steampowered.com/ugc/595812017106224661/077731D994FE865007330DDA630F650960DB1B08/[/img] I think I did a decent job this time around. [editline]29th May 2011[/editline] Also how do you get the doors to open when a button is pressed?[/QUOTE] Heres a site with lots of tutorials, trust me it helps. [url]http://wiki.p2mods.com/index.php?title=Main_Page[/url] Also: I noticed that you are either using too many lights or you are not using the light_spot-light generation. [editline]29th May 2011[/editline] Also, I need help with something. My panels start the going-up animation, but they reset into BindPose right after. I have tried everything it seems like, I even tried to put them in the "224_idle" animation but they still won't work. I'm now getting pissed.
[QUOTE=ForgottenKane;30114157]Go ahead, take it. I suck at hammer (even though I am [i]slowly[/i] getting better), so I won't be doing that anytime soon. [editline]29th May 2011[/editline] Heres a site with lots of tutorials, trust me it helps. [url]http://wiki.p2mods.com/index.php?title=Main_Page[/url] Also: I noticed that you are either using too many lights or you are not using the light_spot-light generation. [editline]29th May 2011[/editline] Also, I need help with something. My panels start the going-up animation, but they reset into BindPose right after. I have tried everything it seems like, I even tried to put them in the "224_idle" animation but they still won't work. I'm now getting pissed.[/QUOTE] "hold animation" in the keyvalues
No offense to the creator, but FUCK "Don't Make Lemonade." I was playing it alone in the dark at midnight. :ohdear:
Anyone interested in working on an actually GOOD Portal 1 remake? Just need a mapper. Even got a music guy.
[QUOTE=ColossalSoft;30114726]Anyone interested in working on an actually GOOD Portal 1 remake? Just need a mapper. Even got a music guy.[/QUOTE] So you've got a two-man team consisting of you and a music guy and you need a mapper? What else besides mapper and music guy do you need? *waits for "ideas guy"*
[QUOTE=Qwerty Bastard;30114784]So you've got a two-man team consisting of you and a music guy and you need a mapper? What else besides mapper and music guy do you need? *waits for "ideas guy"*[/QUOTE] IM THE IDEAS GUY No really though Im actually working on it with him too. Reepblue might but who knows.
[QUOTE=ColossalSoft;30114726]Anyone interested in working on an actually GOOD Portal 1 remake? Just need a mapper. Even got a music guy.[/QUOTE] I can be of service. I may not be the best mapper, but remaking something (which I have the blueprints of) is something within my boundaries. Hell, the Portal 1 puzzles weren't even that complex.
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