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Randdalf
04-20-2011, 01:53 PM
You'll need
Alien Swarm + Alien Swarm SDK + Source SDK
the latest version of GCFScape (or your pref
http://dl.dropbox.com/u/9133125/FGD/fgd.zip (collaboratiion with DeanWinchester from FP, contains the FGD and a sample map with most entities as well)

so the steps are
1) open up the pak_01dir VPK in GCFScape
2) extract the models/materials folders to steamapps/common/alien swarm/swarm folder
3) place http://dl.dropbox.com/u/1085379/fix_models.bat in the models folder and run it (double-click, takes a little time)
4) materials and models should now work in the Swarm SDK
5) place portal2.fgd in the steamapps/<username>/source_sdk/bin/orangebox/bin folder
6) open Hammer and go to tools > options
7) next to game data files, click add, and choose the portal2.fgd you just put in the bin folder
8) use the keyword "portal 2" to filter for Portal 2 textures

tip: If you want to fix the way the Swarm SDK compiles things, then remove the "-alldetail" parameter in the advanced compile.

decompiling maps
1) get http://nuclearvelocity.com/barracuda/bspsrc/downloads.html and run it on a Portal 2 BSP
2) open the resulting VMF in notepad, and scroll to the bottom, the last entity { ... } definition is usually incomplete (lacks the second curly brace), so delete that from the file (this results in some missing bits in the map but this decompiler isn't finished yet)
3) open in Hammer, enjoy

So apparently people are extracting all the P2 content and the decompiled maps are missing static props.

Make a config in the Alien Swarm SDK
The edit config in the SDK launcher should go to <your folders here>\portal 2\portal2

In hammer:
Game Executable Directory:
$SteamUserDir\portal 2

Game Directory:
$SteamUserDir\portal 2\portal2

Copy these folders with their contents from AS to P2:
alien swarm\platform\materials\editor
alien swarm\platform\materials\editor\models\editor
alien swarm\platform\models\editor

into, respectively:
portal 2\portal2\materials\editor
portal 2\portal2\materials\editor\models\editor
portal 2\portal2\models\editor


For decompiling, I'm using BSPSource 1.1.1, and check Fix Rotations, otherwise a bunch of brush ents get rotated off where they should be.

making paint work
1) open up map > map properties in hammer
2) deselect the SmartEdit button
3) add 2 new keyvalues, paintinmap with value 1 and maxblobcount with value 250 (though you can change this)

http://dl.dropbox.com/u/1085379/p2_victory_for_mapping.png

The decompiler I found only has basic Portal 2 functionality, probably why the VMFs have errors you need to get rid of. Should be fine for compiling and running maps of your own though. Entities will have to be copy+paste for now, until Valve or someone makes an FGD.

list of entities and properties (missing tractor beam reversal, "map portals", and bombs)

func_noportal_volume
name
spawnflags

func_portal_bumper
angles
origin
spawnflags

func_portal_detector
spawnflags
-OnStartTouchPortal1
-OnStartTouchPortal2
-OnStartTouchLinkedPortal

npc_personality_core
angles
disablereceiveshadows (bool)
DontUseSpeechSemaphore (bool)
hintlimiting (bool)
ignoreunseenenemies (bool)
ModelSkin 1
parentname
physdamagescale
renderamt
rendercolor
renderfx
rendermode
sleepstate
spawnflags
targetname
wakesquad
thinkfunction
wakeradius
-OnPlayerPickup

npc_security_camera
angles
disableshadowdepth
disableshadows
drawinfastreflection
LookAtPlayerPings (bool)
shadowdepthnocache (bool)
skin
spawnflags
TeamToLookAt

prop_portal
Activated (bool)
angles
PortalTwo (bool)
targetname
+SetActivatedState

prop_testchamber_door (model ent)
angles
AreaPortalFadeEnd
AreaPortalFadeStart
AreaPortalWindow
targetname
UseAreaPortalFade (bool)
+Open
+Close
-OnFullyClosed

trigger_portal_cleanser
Visible
origin
targetname
spawnflags
StartDisabled (bool)
-OnUser1
-OnUser2

prop_button
angles
Delay
-OnPressed

prop_floor_button
angles
model
skin
-OnPressed
-OnUnPressed

prop_indicator_panel
angles
IndicatorLights
targetname
+Check
+Uncheck

prop_weighted_cube
allowfunnel
angles
CubeType
NewSkins
PaintPower
skin
SkinType
targetname
-OnFizzled
+OnEndTouchAll
+OnTrigger

trigger_catapult
AirCtrlSupressionTime
applyAngularImpulse
entryAngleTolerance
launchDirection
launchTarget
lowerThreshold
origin
physicsSpeed
playerSpeed
spawnflags
targetname
StartDisabled
upperThreshold
-OnCatapulted

env_portal_laser
angles
AutoAimEnabled (bool)
model [default: models/props/laser_emitter_center.md]
scalevalue
skin
StartState (bool)
targetname
+TurnOn

info_overlay_accessor (looks like a normal overlay to me, except UVs)
angles
BasisNormal
BasisOrigin
BasisU
BasisV
EndU
EndV
fademindist
material
OverlayID
sides
StartU
StartV
targetname
uv0
uv1
uv2
uv3

info_placement_helper
angles
hide_until_placed (bool)
radius
snap_to_helper_angles (bool)

prop_laser_catcher
angles
IndicatorLights
targetname
model
skin
SkinType
vscripts
-OnPowered
-OnUnpowered

npc_portal_turret_floor
angles
PickupEnabled (bool)
TurretRange
-OnTipped

info_paint_sprayer
radius_grow_time_min
angles
radius_grow_time_max
blob_spread_radius
targetname
min_streak_time
start_radius_max
blobs_per_second
start_radius_min
silent (bool)
min_streak_speed_dampen
end_radius_max
end_radius_min
max_speed
max_streak_speed_dampen
max_streak_time
min_speed
maxblobcount
AmbientSound
PaintType
start_active (bool)
+Start
+Stop

prop_under_button
angles
Delay
-OnPressed

prop_under_floor_button
angles
-OnPressed
-OnUnPressed

npc_wheatley_boss
(unlikely to be used for mapping, same as npc_personality_core)
disableflashlight (bool)
disableshadowdepth (bool)
disableshadows (bool)
+RunScriptCode

prop_monster_box
angles
BoxSwitchSpeed
disableflashlight (bool)
disableshadowdepth (bool)
disableshadows (bool)
fademindist
fadescale
inertiaScale
physdamagescale
spawnflags
targetname
-OnFizzled

prop_wall_projector (hard light bridge)
angles
StartEnabled (bool)
targetname

prop_tractor_beam
angles
disableshadows
linearForce
StartEnabled
targetname
+Enable


Please add this to the OP:
ALL 105 ORIGINAL PORTAL 2 MAPS DECOMPILED, WITH STATIC PROPS AND FIXED ROTATIONS ON INSTANCES: http://dl.dropbox.com/u/813382/VHT/Original%20Maps.7z

Penguin
04-20-2011, 05:36 PM
Where doth I download the latest GCFScape from? Nem's stie is stuck in 2006.

Randdalf
04-20-2011, 05:45 PM
A little clarification, open the VPK at this location C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\pak01_dir.vpk (or whatever your computer has) to extract models/materials.

Randdalf
04-20-2011, 06:24 PM
I updated the OP with a list of new entities we can use, and their properties (that I could find), I'm going to look into formalising this into an FGD.

yyler
04-20-2011, 06:41 PM
If someone hasn't beaten P2 that entity list comes with a pretty big spoiler

Randdalf
04-20-2011, 06:49 PM
If someone hasn't beaten P2 that entity list comes with a pretty big spoiler

I think that's a risk you take if you decide to map for a game before you beat it.

yyler
04-20-2011, 06:59 PM
I'm not saying mark it, just that it's kinda funny I guess

stevethepocket
04-21-2011, 01:59 AM
Where doth I download the latest GCFScape from? Nem's stie is stuck in 2006.

Don't. Crafty (http://nemesis.thewavelength.net/index.php?p=45) has a file system browser that's meant to replace it (although there haven't been any changes to Source that break the former yet), so you might as well start using it now if you don't already have GCFScape.

Leminnes
04-21-2011, 02:54 AM
It seems that whenever I load maps, it crashes a lot. Not sure what from, but it always seems to be when looking at certain things in a map.

pisaman2
04-21-2011, 08:10 AM
Is there any way to filter the models like the textures? Don't wanna use any from alien swarm

Randdalf
04-21-2011, 10:53 AM
I'm not sure pisaman.

I've just add a draft of an FGD to the OP. It's missing a few entities, such as linked_portal_doors, most NPCs (except turrets, which are there), and bombs. Some functionality such as reverse tractor beams is also missing, but hey, it's only a draft. This lets you add entities using the entity tool, and use the SmartEdit feature when editing their properties.

Penguin
04-21-2011, 01:19 PM
How do I make the AS compiler NOT turn everything into a func_detail?

Randdalf
04-21-2011, 01:26 PM
How do I make the AS compiler NOT turn everything into a func_detail?

Go to advanced compile, and in the $bsp_exe bit, remove the "-alldetail" parameter.

I just updated the FGD to fix some stuff with cubes and lasers.

Micnax
04-21-2011, 04:39 PM
Goddamnit Dropbox, why you not connect on me now?

Yacan1
04-21-2011, 05:42 PM
Between steps 4 and 5, where can p2_Draft be found? I searched for it after I ran fix_models but, it isn't present. Or did I mess up as usual?

yyler
04-21-2011, 06:03 PM
It's at the top of the first post.

Randdalf
04-21-2011, 06:24 PM
I've added instructions on how to get paint working.

Ravidge
04-21-2011, 08:41 PM
The fgd link is broken. caused my hammer to crash twice before I realized I tried to load dropboxes 404 html page as a fgd.

dubca7
04-21-2011, 08:45 PM
I registration just to thank you for this awesomeness, can you re-upload p2_draft.fgd so I can try it out :)

HellJumper
04-21-2011, 08:49 PM
Just to be sure, you all know about:

Editing Tools: Portal 2 editing tools will be included. Note: To be made available after launch.
Source: http://store.steampowered.com/app/620/

darkpivot
04-21-2011, 08:54 PM
The paint works, but it's invisible. Any solution? (And thanks for the awesome FGD). :thumbup:

Edit: To clarify, the paint blobs are visible, but the splatters on the ground are not, and they are functional.

Edit Again: Should have tested this before posting. If your map doesn't have any lighting it doesn't work. Fixed it. ^^

yyler
04-21-2011, 08:57 PM
Did you compile with lighting?

Ravidge
04-21-2011, 11:05 PM
Did some stuff.. still need that fgd though!

http://dl.dropbox.com/u/1281220/PORTAL_2-2011.04.22-05.56.24.jpg

Phil42
04-22-2011, 03:37 AM
Can you please fix the fgd Link? :blush:
Everything works, except that i cant place any entites 'cause of the fgd.

Anyway, you have done great work with this tutorial. Thanks :thumbup:

LeSwordfish
04-22-2011, 03:54 AM
I'm currenly planning vaugely on making a prefab set-up for Portal 2, not dissimilar to the Ultimate Mappers Rescource Pack. With luck, i can release one with box droppers, buttons, and fizzlers by the end of the day. Watch this space.

EDIT: http://dl.dropbox.com/u/13673854/Portal2/p2_draft.fgd a mirror for Randallfs FGD, since the first post one is 404-ing.

Randdalf
04-22-2011, 05:42 AM
Apparently I accidentally removed the FGD from my dropbox. Cubes still aren't working properly. Also, look at all the files in anim_wp, they're mainly panels and they have a ton of animations and stuff to explore.

LeSwordfish
04-22-2011, 06:12 AM
I've figured out how to get laser cubes! The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster. Companion cube is just a different skin. Companion cubes may not work well with paint, as painted cubes have a different skin, which is the basic cube skin+paint.

Randdalf
04-22-2011, 07:16 AM
I've figured out how to get laser cubes! The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster. Companion cube is just a different skin. Companion cubes may not work well with paint, as painted cubes have a different skin, which is the basic cube skin+paint.

Nice, I'll add that to the FGD, or try to at least. :laugh:

Randdalf
04-22-2011, 07:49 AM
The only thing not working now are the floor-buttons, whose collision model seems to be rotated the wrong way.

and.... now they work

zpqrei
04-22-2011, 09:11 AM
Just to be sure, you all know about:


Source: http://store.steampowered.com/app/620/

June 1st is the plan. I have no quotable source*, but you guys know me, I'm trust worthy with things like this.

*no pun intended

Phil42
04-22-2011, 09:13 AM
Thanks for the fixed link. I already made a little map with some little entities.
But at the moment I got 1 probelm and 1 question:
Whenever i want to make toxic, it looks like this:
http://img844.imageshack.us/img844/5742/unbenanntbli.png
When I jump in it, i die and the sound is also the roght one. But it just looks so ugly. Can someone plz help me here?

And my question: Is there already a way to make CoOp maps?

PHIL

LeSwordfish
04-22-2011, 09:15 AM
Nice, I'll add that to the FGD, or try to at least. :laugh:

Are you updating the FGD fairly regularly? That isnt based on testing, and i'd prefer to test it before it goes in.

dubca7
04-22-2011, 09:16 AM
Here are some you can add, found them in one of the SP levels. These are the edit boxes they had.
@PointClass base(Targetname, Angles) = prop_indicator_panel: "Indicator Panel."
[
IndicatorLights(string) : "Indicator Lights"

input Check(void) : "Check."
input Uncheck(void) : "Uncheck."
]



@PointClass base(Targetname, Angles) = vgui_movie_display : "Display a Movie?"
[
forcedslave(boolean) : "Forced Slave" : 0 : "Forced Slave."
groupname(string) : "Group Name"
height(integer) : "Height" : 128 : "Height."
looping(boolean) : "Looping" : 0 : "Looping."
moviefilename(string) : "Movie File Name"
stretch(boolean) : "Stretch" : 1 : "Stretch."
width(integer) : "Width" : 64 : "Width."
]


@PointClass base(Targetname, Angles) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay_accessor : "An entity that places an overlay on the world."
[
material(material) : "Material"
sides(sidelist) : "Brush faces"
StartU(float) : "U Start" : "0.0"
EndU(float) : "U End" : "1.0"
StartV(float) : "V Start" : "0.0"
EndV(float) : "V End" : "1.0"
BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
uv0(vector) readonly : "Overlay Point 1(Read-Only)"
uv1(vector) readonly : "Overlay Point 2(Read-Only)"
uv2(vector) readonly : "Overlay Point 3(Read-Only)"
uv3(vector) readonly : "Overlay Point 4(Read-Only)"
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
]

LeSwordfish
04-22-2011, 09:17 AM
Co-Op maps can be made, howevewr i dont think they can be played. There's nothing to stop you starting one.

Randdalf
04-22-2011, 09:32 AM
Here are some you can add, found them in one of the SP levels. These are the edit boxes they had.
@PointClass base(Targetname, Angles) = prop_indicator_panel: "Indicator Panel."
[
IndicatorLights(string) : "Indicator Lights"

input Check(void) : "Check."
input Uncheck(void) : "Uncheck."
]



@PointClass base(Targetname, Angles) = vgui_movie_display : "Display a Movie?"
[
forcedslave(boolean) : "Forced Slave" : 0 : "Forced Slave."
groupname(string) : "Group Name"
height(integer) : "Height" : 128 : "Height."
looping(boolean) : "Looping" : 0 : "Looping."
moviefilename(string) : "Movie File Name"
stretch(boolean) : "Stretch" : 1 : "Stretch."
width(integer) : "Width" : 64 : "Width."
]


@PointClass base(Targetname, Angles) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay_accessor : "An entity that places an overlay on the world."
[
material(material) : "Material"
sides(sidelist) : "Brush faces"
StartU(float) : "U Start" : "0.0"
EndU(float) : "U End" : "1.0"
StartV(float) : "V Start" : "0.0"
EndV(float) : "V End" : "1.0"
BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
uv0(vector) readonly : "Overlay Point 1(Read-Only)"
uv1(vector) readonly : "Overlay Point 2(Read-Only)"
uv2(vector) readonly : "Overlay Point 3(Read-Only)"
uv3(vector) readonly : "Overlay Point 4(Read-Only)"
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
]


1 of those is already in Swarm, 1 is in mine and 1 I've added (prop_indicator_panel) but can't find the right prop. So ... thanks but, yeah.

LeSwordfish
04-22-2011, 09:35 AM
If you want me to i'll have a poke about for prop_indicator_panel's prop. Indicator lights are on my list for prefabs to be made, i swear.

Ravidge
04-22-2011, 10:38 AM
I copied a prop_indicator_panel from a decompiled map, and it works.. toggles the texture fine when I step on my button.

It seems to just be a 2d material though, not a prop... /shrug
Can't get the indicator light overlays to work though

LeSwordfish
04-22-2011, 10:58 AM
I'm trying to test various things, but my computer refuses to compile properly- it cant seem to find any entities.

Ok, with Ravidge's help, i've pinned down the "Box Types"

0 = standard box

1= companion cube

2= Laser Cube

3= Ball

4 = Old-fashioned cube.

ardysqrrl
04-22-2011, 11:54 AM
The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster.

FWIW the ent for the frankencubes is prop_monster_box; I imagine the extra motion and stuff warranted making it separate

LeSwordfish
04-22-2011, 12:04 PM
Yeah, i saw that like thirty seconds after my original post.

Randdalf
04-22-2011, 01:23 PM
Me and DarkDragon (DeanWinchester on Facepunch) have merged our two FGDs together, and they now come with a sample map http://dl.dropbox.com/u/9133125/FGD/fgd.zip

stevethepocket
04-22-2011, 04:25 PM
Thanks for the fixed link. I already made a little map with some little entities.
But at the moment I got 1 probelm and 1 question:
Whenever i want to make toxic, it looks like this:
http://img844.imageshack.us/img844/5742/unbenanntbli.png
When I jump in it, i die and the sound is also the roght one. But it just looks so ugly. Can someone plz help me here?

I suspect it has to do with water in Portal 2 having a special surface flow system that's meant to realistically simulate flow and can't be generated automatically through any of the available tools. Then again, didn't Left 4 Dead 2 have that too?

Phil42
04-22-2011, 04:56 PM
But there's already a map with toxic:
http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=323

I made it the same way, but it doesn't work :confused:

Ravidge
04-22-2011, 06:30 PM
uploaded this, just for the hell of it...
http://dl.dropbox.com/u/1281220/ravidge_chamber001.bsp *note: not an actual map. It's the "my first box-room" map that I always make for every new game/editor that I encounter.

Seems I have more than enough tools under control, now I just need to design stuff... hm

Snacks
04-23-2011, 01:50 AM
So apparently people are extracting all the P2 content and the decompiled maps are missing static props.

Make a config in the Alien Swarm SDK
The edit config in the SDK launcher should go to <your folders here>\portal 2\portal2

In hammer:
Game Executable Directory:
$SteamUserDir\portal 2

Game Directory:
$SteamUserDir\portal 2\portal2

Copy these folders with their contents from AS to P2:
alien swarm\platform\materials\editor
alien swarm\platform\materials\editor\models\editor
alien swarm\platform\models\editor

into, respectively:
portal 2\portal2\materials\editor
portal 2\portal2\materials\editor\models\editor
portal 2\portal2\models\editor


For decompiling, I'm using BSPSource 1.1.1, and check Fix Rotations, otherwise a bunch of brush ents get rotated off where they should be.

Lord Ned
04-23-2011, 02:46 AM
Please add this to the OP:
ALL 105 ORIGINAL PORTAL 2 MAPS DECOMPILED, WITH STATIC PROPS AND FIXED ROTATIONS ON INSTANCES: http://dl.dropbox.com/u/813382/VHT/Original%20Maps.7z

Aly
04-23-2011, 03:21 AM
http://dl.dropbox.com/u/2347130/portal/aly_chamber001.png

My first attempt

Jimmy
04-23-2011, 07:28 AM
Ugh. GCFScape keeps crashing when I try to export materials and models. Damn it.

Vincent
04-23-2011, 07:34 AM
http://i.imgur.com/soAgd.png

Ahahaha.

Barracuda
04-23-2011, 07:52 AM
Here's a complete list of all entities used in Portal 2 maps on the Dev-Wiki: http://developer.valvesoftware.com/wiki/List_of_Portal_2_Entities

Aly
04-23-2011, 09:05 AM
Boom;
http://dl.dropbox.com/u/2347130/portal/Chamber001/aly_testchamber0010001.jpg
http://dl.dropbox.com/u/2347130/portal/Chamber001/aly_testchamber0010002.jpg
http://dl.dropbox.com/u/2347130/portal/Chamber001/aly_testchamber001.bsp.bz2

A few interesting facts:

A gravity beam's linear force appears to push a cube at 2xLinearForce inches a second. the default is 300, is the inches per second is 150
It takes exactly 0.5s for a gravity beam to reverse

Smashman
04-23-2011, 11:49 AM
Just to clarify.
5) place portal2.fgd in the steamapps/<username>/source_sdk/bin/orangebox/bin folder

The sourcesdk, doesn't have an underscore.

Ritz
04-23-2011, 12:45 PM
Detailing with panels is really fun.

Here's my test map, it's pretty small and not very difficult but I quite like it.

http://dl.dropbox.com/u/1848073/Portal%202/portal_map.jpg
http://dl.dropbox.com/u/1848073/Portal%202/ritz_test.bsp

Grim Tuesday
04-23-2011, 01:07 PM
Hmm, can't get the laser cubes working. I tried changing the "cube type" but nothing happens.

Smashman
04-23-2011, 02:18 PM
Hmm.
How do I do laser cubes? Because I can't get the ruddy thing working.

Swordz
04-23-2011, 03:33 PM
I made a co-op race map.

http://www.megaupload.com/?d=T8AY9CN5

Works like it should. Sure, there are some horrendous things in the map, i only made it to test. If you want to try, get you and your partner to download it, launch coop and type changelevel mp_swordzrace_a1 when you are at the lobby. Press E at the trigger brush thing so you get launched at the same time. (a.k.a: i don't know how to make a proper timer)

The button at the end sends you back to the coop lobby.

Grim Tuesday
04-23-2011, 03:41 PM
Is there a way to make it so that when you compile a map, it launches Portal2 to play it in? Or is it a sign that I didnt install the FGD correctly?

LeSwordfish
04-23-2011, 03:59 PM
No, i havent got that either. besy i can recommend is keep portal 2 running in the background, if possible.

Laser cubes work for me by changing the "cube type" to 2. They dont show up in the editor, but do in-game.

Randdalf
04-23-2011, 04:22 PM
Is there a way to make it so that when you compile a map, it launches Portal2 to play it in? Or is it a sign that I didnt install the FGD correctly?

FGD doesn't handle that kind of thing. It'd be more efficient from a testing perspective to keep Portal 2 open anyway, imo.

LeSwordfish
04-23-2011, 04:31 PM
http://dl.dropbox.com/u/13673854/Portal2/Box%20Dropper.vmf

Box dropper prefab. Works, as far as i can tell. Most other stuff is explained in the entity comments.

Prestige
04-23-2011, 06:01 PM
new problem: not sure if i have portal 2's entities. copied THE ENTIRE alien swarm's platform folder into portal 2's platform folder, now i get missing materials editor/wireframe

http://dl.dropbox.com/u/7479925/Maps/helpme.png

Vincent
04-23-2011, 06:20 PM
I don't seem to have portal 2's entities, just half life 2's and alien swarm's.
when i compile, map map goes into alien swarm/swarm/maps and not portal 2. <- yay fixed

something probably wrong here (http://dl.dropbox.com/u/7479925/Maps/configurehammer.png)

http://i.imgur.com/nnzaN.png

Should look like that.

Grim Tuesday
04-23-2011, 07:06 PM
Ah, I see what I did wrong. I deleted the swarm fgd.

Seba
04-23-2011, 07:09 PM
I'll be keeping a Dropbox folder of various prefabs people made, here's the link:

http://dl.dropbox.com/u/2867220/p2prefabs/p2prefabs.html

Aly
04-23-2011, 07:27 PM
http://dl.dropbox.com/u/2347130/portal/prefabs/Chamber_Exit_Door.vmf

Ravidge
04-23-2011, 07:57 PM
To get your Clients flag back in flags tab, Go to Steam/steamapps/common/alien swarm/bin open swarmbase.fgd, and remove the "//" on line 42.

You may also comment out the "Marines and Aliens" and "Only Marines" If you like!.

http://dl.dropbox.com/u/1281220/SS-2011.04.28-06.49.04.png

Vincent
04-23-2011, 10:03 PM
http://dl.dropbox.com/u/5375879/sp_fapmap.bsp

Changed back to Fapmap due to popular vote.

Stun_gravy
04-23-2011, 10:15 PM
Are skyboxes possible with this setup? I'm not sure if I'm doing something wrong or if it's just impossible.

Vincent
04-23-2011, 10:16 PM
Are skyboxes possible with this setup? I'm not sure if I'm doing something wrong or if it's just impossible.

There's only 2 skybox textures in Portal. blacksky and sky_white.

All they are is pure white or pure black.

Grim Tuesday
04-23-2011, 11:32 PM
There's only 2 skybox textures in Portal. blacksky and sky_white.

All they are is pure white or pure black.

The important thing is that they are possible; in Portal 1, if a skybox saw a portal (or vise versa) the engine crashed.

Zhan
04-23-2011, 11:54 PM
There's only 2 skybox textures in Portal. blacksky and sky_white.

Not quite true, there's also a few maps with sky_fog, which is the color of the fog in the later levels.

Vincent
04-24-2011, 12:03 AM
Not quite true, there's also a few maps with sky_fog, which is the color of the fog in the later levels.

Well a few maps with fog around the level doesn't really count as a skybox texture. :unsure:

Aly
04-24-2011, 12:48 AM
http://dl.dropbox.com/u/2347130/portal/Everything%20you%20need%20to%20map%20for%20Portal% 202.zip

A zip file containing decompiled maps, the fgd, instructions, examples and prefabs with due credits.

DaBeatzProject
04-24-2011, 08:18 AM
are the maps decompiled properly? ie no missing stuff?

Phil42
04-24-2011, 08:51 AM
Nice zip file Ali. Thanks.
It has a vmf fliem in it, which is very useful. The map contains nearly everything in Portal 2 except telearms and moving platforms and things like this.

Most of this stuff is not that hard to create. The toxic works now too in my map =). (I think it was leak :/)

But: Does anyone here know how overlays and gel work correctly? The overlays have strange keys and values in the properties thati don't understand. And when i want to make gel, and I press the button, the game just crashes :s.

I've played now some really cool maps, so there must be some good mappers. Go on with the good work guys =).

VelvetFistIronGlove
04-24-2011, 08:56 AM
Phil42: you need to set the maxblobcount property on your map, as detailed in the first post. Otherwise it crashes when it tries to spawn paint blobs.

VelvetFistIronGlove
04-24-2011, 09:02 AM
A couple of rough test maps. They're only very simple puzzles, that I did just to try out some the blue paint and hard light bridges.

http://dl.dropbox.com/u/571452/portal2/vfig_bounce_test1.jpg
Download vfig_bounce_test1 (http://dl.dropbox.com/u/571452/portal2/vfig_bounce_test1.bsp.bz2)

http://dl.dropbox.com/u/571452/portal2/vfig_bridge_test1.jpg
Download vfig_bridge_test1 (http://dl.dropbox.com/u/571452/portal2/vfig_bridge_test1.bsp.bz2)

Fr0Z3n
04-24-2011, 09:11 AM
Okay, I'm going to try and get this set up today on my computer... what are the chances of completely screwing up portal 2?

aka, do I have wiggle room, or must i follow this exactly to a t and in this order?

Aly
04-24-2011, 09:13 AM
You have wiggle room, and it won't screw up portal 2. Probably alien swarm if it screws anything at all.

Zhan
04-24-2011, 09:18 AM
Well a few maps with fog around the level doesn't really count as a skybox texture. :unsure:

Isn't that what this is?

http://dl.dropbox.com/u/18787920/sky_fog.png

pisaman2
04-24-2011, 09:29 AM
I set everything up correctly (I'm pretty sure anyway...) and I went into Hammer from the alien swarm SDK and made a simple room with an info_player start. When I try to compile however, it doesn't seem to work. I checked, and I couldn't find a bsp map file anywhere. This is what the compiler says

EDIT: I opened the example map from the zip file posted earlier, and that compiles fine. I assume it's a problem in my test map, any ideas on what it could be?
http://i110.photobucket.com/albums/n113/pisaman2/ttttt-1.png
http://i110.photobucket.com/albums/n113/pisaman2/ttttt.png

Phil42
04-24-2011, 09:54 AM
@VelvetFirstIronGlove.
I don't know if I understood you correctly but I think i have set this property. It is set to 25. Here I have a picture of my properties. Maybe you see something wrong...

http://img860.imageshack.us/img860/7126/unbenanntdt.png

WastedMeerkat
04-24-2011, 10:24 AM
For some reason, I have access to all of the materials and models, and I didn't even have to unpack the pak01_dir file. This is my setup in hammer, I think simply choosing the game executable directory or the game directory is enough.

http://img808.imageshack.us/img808/2711/portal2sdksettings01.png
http://img822.imageshack.us/img822/1156/portal2sdksettings02.png

Ritz
04-24-2011, 12:14 PM
Moving portals: sv_allow_mobile_portals 1

http://www.youtube.com/watch?v=9o7l49UOvlk

pisaman2
04-24-2011, 01:41 PM
I got the compiling problem sorted out fine, but now I have issues with the panels. Whilst I have got the animation of the panels themselves sorted, I can't seem to figure out how to have a wall on the panel move with it.

I have looked into some official maps, and there is some input called "SetParentAttachmentMaintainOffset" with the parameter of "panel_attach". This inputs into the func_brush which is the piece of wall that moves with the panel.

I assume this has something to do with it, anyone know what it does in detail? I swear there must be more to it...

VelvetFistIronGlove
04-24-2011, 01:49 PM
@Phil:

making paint work
1) open up map > map properties in hammer
2) deselect the SmartEdit button
3) add 2 new keyvalues, paintinmap with value 1 and maxblobcount with value 250 (though you can change this)

Fr0Z3n
04-24-2011, 03:08 PM
I try to make a map, and when I run ingame, it stops, closes p2 and has a window that says "Map with no planes"

I have turned off -alldetail in the additional compile parameters. There are no leaks. I do have a spawn point.

Anyone have a solution?


EDIT: The compiler does say at the end of compile "Empty Map"... really not sure whats going on. I'm combing through the compile log, but nothing is standing out.

LeSwordfish
04-24-2011, 03:28 PM
try changing the compile type, and removing alldetail again. that fixed that issue for me.

Fr0Z3n
04-24-2011, 04:51 PM
I did, no avail. it said that things are leaking, even though they are not. (double checked with alt+P, and pointfile)

Randdalf
04-24-2011, 07:43 PM
I did, no avail. it said that things are leaking, even though they are not. (double checked with alt+P, and pointfile)

You have to be compiling in expert mode, otherwise it reverts.

Fr0Z3n
04-24-2011, 07:48 PM
You have to be compiling in expert mode, otherwise it reverts.

Yes, i have found that out and have thus done that, and it works, thanks.

Micnax
04-24-2011, 08:20 PM
Ready for a brain twister?

http://i.imgur.com/bTvpk.jpg

http://dl.dropbox.com/u/1733724/chamber_00_paradox_puzzle.bsp

Video of it: http://www.youtube.com/watch?v=QGjfA2YllVA

Vincent
04-24-2011, 08:37 PM
http://dl.dropbox.com/u/5375879/P2%20Maps/P2%20Maps.rar

Few maps people have been putting up in the chat. Go nuts and have fun.

WastedMeerkat
04-24-2011, 08:40 PM
For some reason, every time I hit the button to start the orange paint flow, the game crashes. Any tips? I have it set up like in the prefab in Aly's link. I don't really see what could be going wrong... the start and stop inputs don't seem to work.

Micnax
04-24-2011, 08:47 PM
For some reason, every time I hit the button to start the orange paint flow, the game crashes. Any tips? I have it set up like in the prefab in Aly's link. I don't really see what could be going wrong... the start and stop inputs don't seem to work.

Did you see what VelvetFistIronGlove posted? It's essential to make it work in your map.

WastedMeerkat
04-24-2011, 08:50 PM
Ah, I did that already in another map and thought it would carry over to the next, but I guess not. Never mind, problem solved!

Atgood1
04-24-2011, 10:18 PM
For some Reason none of the models show up.

Fr0Z3n
04-24-2011, 10:53 PM
If you placed them in the right folder, they should be there, they just aren't categorized into files. Look at the decompiled maps, and see if its there. if there isn't I think the OP has a solution to that... if they are there, look at the file name, then try and search for it in the model browser.

Doppler12
04-25-2011, 01:23 AM
I have one thing to say, and yes I know you amazing people that spawned this community SDK have no control over what I'm about to propose:

I think it would be awesome instead of giving the guns teams in co-op, and saying yes or no to primary and secondary portals. They had just numbered the portals. So each gun still had the primary and secondary portals 0 = none, 1 = blue, 2 = orange, 3 = red, 4 = purple.

Which I think could have lead to some crazy co-op challenges where you really have to work together.

Though I did notice Chell has her own team, I rather doubt she would share portals with other teams despite having one of each color.

Anyways, I'm rambling at this point.

absurdistof
04-25-2011, 02:35 AM
So, you're saying that each gun would have 4 portals :?

EDIT: That would have to be a mod of portal :/

LeSwordfish
04-25-2011, 04:52 AM
If we're having variants i prefer the idea of each player holding one of a pair of linked portals. so player one has two blues, and player two has two oranges.

Phil42
04-25-2011, 06:43 AM
@VelvetFistIronGlove: Thanks a lot. It works now. I just didn't see that in the first post. :s. But thanks anyway :D

@Ozi: In the Expert compiling properties is "Wait for keypress when done compiling". Then the compiling log doesn't disappear when you mark this.

Vincent
04-25-2011, 06:52 AM
http://dl.dropbox.com/u/5375879/P2%20Maps/sp_aerial_hell_complete_v2.bsp

http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249109693?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249109056/?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249108507/?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249110212/?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249107940/?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249106976/?tab=public
http://steamcommunity.com/id/SP_Vincent/screenshot/559780497249107479/?tab=public

Should I add a third room? Also the detailing was on a whim, I just wanted to try out making a complete test chamber with multiple rooms.

Remoe
04-25-2011, 09:17 AM
http://dl.dropbox.com/u/5375879/P2%20Maps/P2%20Maps.rar

Few maps people have been putting up in the chat. Go nuts and have fun.

Link is 404'd, would appreciate a re-upload if you can

Vincent
04-25-2011, 09:33 AM
Link is 404'd, would appreciate a re-upload if you can

http://dl.dropbox.com/u/5375879/P2%20Maps/P2%20Maps.rar

Reuploaded same link.

Fr0Z3n
04-25-2011, 10:20 AM
whenever I have a chance (inbetween finals, dropfall/runaway and packing to go home) I'm working on a series of test chambers that deal with gel. I have the first one planned out already.

/me slides away on propulsion gel

May or may not be Co-op. But I will defiently be doing Co-op mapping this summer.

Micnax
04-25-2011, 10:42 AM
How do co-op chambers work anyway? I understand the team spawning and such, but how would you load the maps? I'm guessing both people have a copy and then do a map change in the console?

Fr0Z3n
04-25-2011, 10:44 AM
I don't think there is a DL system like on our servers, but the way that I understand it is that you invite your friend and start a nomral map (Might be able to do it via the hub) and the in command type "changelevel" then the name of the map. I believe that is how that works. I'll look into it more in the next coming weeks.

something else i thought of, is there an easy way to add custom models/textures? I was curious to this, does the current "configuration" of swarm sdk allow for portal 2 customs?

Vincent
04-25-2011, 11:27 AM
Get a better FGD Frozen... http://dl.dropbox.com/u/9133125/FGD/fgdV6.zip

JoshuaC
04-25-2011, 11:42 AM
So yeah, this is pretty fun.

http://dl.dropbox.com/u/49917/maps/portal2/portal2_playground_a1_02.jpg

Fr0Z3n
04-25-2011, 12:46 PM
So yeah, this is pretty fun.

http://dl.dropbox.com/u/49917/maps/portal2/portal2_playground_a1_02.jpg

Looks nice, very simple...

I'm going to be using the -not releaseing spoilers yet- theme of the area where you first learn/use the gels...

Though, that lighting is nice and simple.

stevethepocket
04-25-2011, 12:54 PM
Can anyone who's been playing with this confirm or deny whether that black tile texture has phong shading or not? Sure looks like it.

Bakscratch
04-25-2011, 01:45 PM
I need help, In the compile list all the models are in yellow and something about LoadPortals? please help ?

LeSwordfish
04-25-2011, 02:15 PM
So yeah, this is pretty fun.

http://dl.dropbox.com/u/49917/maps/portal2/portal2_playground_a1_02.jpg

Change that tile floor texture. That one's only used for "This is important put portal here". Plus, it looks ugly at that huge a size.

Fr0Z3n
04-25-2011, 03:33 PM
I need help, In the compile list all the models are in yellow and something about LoadPortals? please help ?

Yellow means there is a leak (they are a leak)...

also, are you compiling in advanced (expert) mode?

Bakscratch
04-25-2011, 04:01 PM
No, I dont see any leaks the map is inside a box which is go nodraw on it. what should it be in expert?

JoshuaC
04-25-2011, 04:34 PM
Change that tile floor texture. That one's only used for "This is important put portal here". Plus, it looks ugly at that huge a size.

It's meant to be just a sandbox map. I originally just had the correct texture, but it made the map boring.

Only really using this to get used to mapping again in general.

http://dl.dropbox.com/u/49917/maps/portal2/portal2_playground_a1_03.jpg

http://dl.dropbox.com/u/49917/maps/portal2/portal2_playground_a1_04.jpg

Ritz
04-25-2011, 06:12 PM
Thought I'd build a proper stage using moving portals.

http://dl.dropbox.com/u/1848073/Portal%202/ritz_test_1a.png
.bsp Download (http://bit.ly/i6cV0J)


If you're planning on using moving portals, bear in mind that they tend to suck people into them which can be pretty frustrating. If you make sure that you always drop vertically into them you can avoid this problem, however it makes for some fairly tricky mapping.

Prestige
04-25-2011, 07:27 PM
Thought I'd build a proper stage using moving portals.

http://dl.dropbox.com/u/1848073/Portal%202/ritz_test_1a.png
.bsp Download (http://bit.ly/i6cV0J)


If you're planning on using moving portals, bear in mind that they tend to suck people into them which can be pretty frustrating. If you make sure that you always drop vertically into them you can avoid this problem, however it makes for some fairly tricky mapping.

I cheated...I think.
http://dl.dropbox.com/u/7479925/Maps/prestige_ritzmap.dem

Fr0Z3n
04-25-2011, 08:48 PM
Fix'd issue... see next page... (still have no entity problem)

WastedMeerkat
04-25-2011, 08:58 PM
For those struggling with indicator lights:

1. Place several regular info_overlays with the material, "indicator_lights_wall" (make sure you pick the blue ones!) on the ground or wall or ceiling, just until you have a nice line from your button to your output.

2. Shift+click+drag all of your new overlays a space away or so, and then place the new overlays right back where the originals are. Then change the entity type from "info_overlay" to "info_overlay_accessor". Name them all the same name. (eg. "button_01_indicator_lights")

EDIT: Name your info_overlays AND your info_overlay_accessors all the same name, just to avoid potential problems.

3. Create a env_texturetoggle and name it. (eg. "button_01_indicator_lights_change") Change the target brush to the name of your info_overlay_accessors. ("button_01_indicator_lights")

4. Go add an output on your button, or whatever triggering device you want to use, and name it "OnPressed", target your env_texturetoggle with the input "SetTextureIndex" and add a parameter of 1. Then add another output named "OnUnpressed" and target your env_texturetoggle with "SetTextureIndex" again, and add a parameter of 0. (1=On, 0=Off)

5. You're done! Stand back in amazement as your blue indicator lights become orange at the press of a button. You can also add the tick marks and the fancy Aperture icons (in the texture browser, type "indicator_lights"), and they work the same way. Just name them and add them to the target brushes key on the env_texturetoggle. (Separate multiple brushes with spaces)

EDIT: Also, make sure that you name every separate line of overlays a different name so that one button doesn't activate all of your indicator lights.

Snacks
04-25-2011, 09:09 PM
Catapult visualization:

To see the lines for where players and phys objects will go that was in the dev commentary use this command:

ent_bbox trigger_catapult

Fr0Z3n
04-25-2011, 09:29 PM
Sorry... Alright, I got the compile fixed, I just had to adjust the paths in the $bsp_exe files (I used the fast compiles because they are the same)... compile fine now.

But I have the issue of all the entities showing up as little black and purple checkers. What is this fix?

Zhan
04-25-2011, 09:53 PM
Ready for a brain twister?

http://dl.dropbox.com/u/1733724/chamber_00_paradox_puzzle.bsp

Well played sir, well played.

I see you've discovered world portals.

Vincent
04-26-2011, 06:19 AM
Sorry... Alright, I got the compile fixed, I just had to adjust the paths in the $bsp_exe files (I used the fast compiles because they are the same)... compile fine now.

But I have the issue of all the entities showing up as little black and purple checkers. What is this fix?

Get a better FGD Frozen... http://dl.dropbox.com/u/9133125/FGD/fgdV6.zip

Cough.

Amwryn
04-26-2011, 06:36 AM
amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.

Fr0Z3n
04-26-2011, 08:06 AM
Cough.

You should see a doctor about that cough...

I got it fixed, did exactly that.

Zmathue
04-26-2011, 08:56 AM
amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.
I removed the alien swarm fgd to fix this, it looks like everything is alright even though others have said it would cause more problems.

Amwryn
04-26-2011, 09:31 AM
I removed the alien swarm fgd to fix this, it looks like everything is alright even though others have said it would cause more problems.

13 seconds after reading this I have a functional Trigger. TY so very much.

Bakscratch
04-26-2011, 09:38 AM
Thought I'd build a proper stage using moving portals.

http://dl.dropbox.com/u/1848073/Portal%202/ritz_test_1a.png
.bsp Download (http://bit.ly/i6cV0J)


If you're planning on using moving portals, bear in mind that they tend to suck people into them which can be pretty frustrating. If you make sure that you always drop vertically into them you can avoid this problem, however it makes for some fairly tricky mapping.


This is really cool, I loved the puzzle.

Lord Ned
04-26-2011, 02:15 PM
For those struggling with indicator lights:

1. Place several regular info_overlays with the material, "indicator_lights_wall" (make sure you pick the blue ones!) on the ground or wall or ceiling, just until you have a nice line from your button to your output.

2. Shift+click+drag all of your new overlays a space away or so, and then place the new overlays right back where the originals are. Then change the entity type from "info_overlay" to "info_overlay_accessor". Name them all the same name. (eg. "button_01_indicator_lights")

3. Create a env_texturetoggle and name it. (eg. "button_01_indicator_lights_change") Change the target brush to the name of your info_overlay_accessors. ("button_01_indicator_lights")

4. Go add an output on your button, or whatever triggering device you want to use, and name it "OnPressed", target your env_texturetoggle with the input "SetTextureIndex" and add a parameter of 1. Then add another output named "OnUnpressed" and target your env_texturetoggle with "SetTextureIndex" again, and add a parameter of 0. (1=On, 0=Off)

5. You're done! Stand back in amazement as your blue indicator lights become orange at the press of a button. You can also add the tick marks and the fancy Aperture icons (in the texture browser, type "indicator_lights"), and they work the same way. Just name them and add them to the target brushes key on the env_texturetoggle. (Seperate multiple brushes with spaces)

Still doesn't work for me. Did it once and it has no effect, did it again and every light started orange and wouldn't toggle... Do we have to do anything to the original info_overlays?

Seba
04-26-2011, 05:49 PM
To get your Clients flag back in flags tab, Go to common/alien swarm/bin open swarmbase.fgd, and remove the "//" on line 42.

amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.

Skimming back a few pages can't hurt.

Aly
04-26-2011, 07:09 PM
To be fair, 14 pages is a lot to go through. We need a FAQ on the OP.

Boom.Headshot
04-26-2011, 09:20 PM
hey, I've been working on a map for portal 2, but I can't figure out how to do the fizzlers... I make a brush in between the two props, add the effects/fizzler texture to it, and then tie it to an entity of trigger_portal_cleanser, but the texture is lost... Any advice?

Vincent
04-26-2011, 09:23 PM
hey, I've been working on a map for portal 2, but I can't figure out how to do the fizzlers... I make a brush in between the two props, add the effects/fizzler texture to it, and then tie it to an entity of trigger_portal_cleanser, but the texture is lost... Any advice?

For now I'd recommend copying it straight from a valve map, that's what I've done so far and its worked 100% of the time. Make sure to select all copied work from another map and go to Tools > Center origins. Otherwise you'll get leaks for no reason.

OR you can turn off SmartEdit and add a new keyvalue.

Name it 'Visible' then set it to '1'

Boom.Headshot
04-26-2011, 09:29 PM
For now I'd recommend copying it straight from a valve map, that's what I've done so far and its worked 100% of the time. Make sure to select all copied work from another map and go to Tools > Center origins. Otherwise you'll get leaks for no reason.

OR you can turn off SmartEdit and add a new keyvalue.

Name it 'Visible' then set it to '1'

Thanks, works great now :D

WastedMeerkat
04-26-2011, 11:40 PM
Still doesn't work for me. Did it once and it has no effect, did it again and every light started orange and wouldn't toggle... Do we have to do anything to the original info_overlays?

Hrm, you shouldn't have to. Idk what could be causing the problem. Have you solved it yet?

EDIT: Solved. It turns out that naming the info_overlays AND the info_overlay_accessors fixes the problem. I guess it's just safe to always do that, just in case.

Phil42
04-27-2011, 11:33 AM
My problem is, that the overlay don't even appear. I have no idea what I'm doing wrong... What do I have to change in the properties that they work?

Steff0o
04-27-2011, 03:22 PM
I've updated my Elevator_Entrance prefab, everything is now working as it should, including visuals.

http://dl.dropbox.com/u/1615325/Portal2/Elevator_Entrance.vmf

WastedMeerkat
04-27-2011, 07:12 PM
My problem is, that the overlay don't even appear. I have no idea what I'm doing wrong... What do I have to change in the properties that they work?

You probably just need to edit the "Brush faces" key. Just click it, then click "Pick...", then click whichever brush faces you want the overlay to be on.

Stun_gravy
04-28-2011, 12:15 AM
Thought I'd build a proper stage using moving portals.

If you're planning on using moving portals, bear in mind that they tend to suck people into them which can be pretty frustrating. If you make sure that you always drop vertically into them you can avoid this problem, however it makes for some fairly tricky mapping.

Very cool.

I'm having trouble with the moving portal trick myself. From your map it looks like you parented an info_placement_helper to a func_brush, and that func_brush can be parented to a func_rotating or a func_tracktrain to make it move. Is that right? I'm very curious about this whole mobile portal idea and would really appreciate any help.

As for the "sucking people in" thing, for the ideas I'm getting that might actually be beneficial.

EDIT: Ok I figured it out, I was doing it right but I forgot to change the cvar sv_allow_mobile_portals to 1. And you weren't kidding about the weird physics thing.

Brits
04-29-2011, 07:15 AM
I've made a prefab of two lovely crushers colliding as seen in the early trailers. Not the most common puzzle element, but could be useful. :)
http://dl.dropbox.com/u/10487050/Crusher_Double.vmf

Aly
04-29-2011, 07:29 AM
Oh thank you. This is going to be fun!

Fr0Z3n
04-29-2011, 07:33 AM
I was going to look into how to use these for my next test chamber >:D

Fr0Z3n
04-29-2011, 07:33 AM
Damn double post.

Brits
04-29-2011, 01:50 PM
I hope, this is a right place to ask, altough this problem doesn't seem to be Portal specific.
What is the solution, when the props are visible in the area behind panels, but the textures are black, even with lights? Screenshot here (http://steamcommunity.com/id/brits/screenshot/595810025172914061).

Bakscratch
04-29-2011, 03:35 PM
Empty Map?

Brits
04-29-2011, 06:44 PM
Updated the crusher prefab, so now you can't shoot portals on them.
http://dl.dropbox.com/u/10487050/Crusher_Double.vmf

JoshuaC
04-30-2011, 11:22 AM
You guys really need to make sure your origin's are zeroed out before making prefabs. I've been having nothing but leak issues since using your prefab packs.

Fr0Z3n
04-30-2011, 11:50 AM
No, its not just that, sometimes the compiler gets confused and things a solid brush is non-solid or a func_detail.

I've rezero'ed all my origins in my maps after using prefabs (and before) and it still gets confused. My current map is wrapped in skybox texture because of it.

zerobounds
04-30-2011, 12:54 PM
I can't seem to get it to work, I run Hammer through the AS SDK with the Portal 2 game configuration and it was throwing me an error about the game directory. Now it runs but if i open a VMF then it says "Missing material 'editor/wireframe'. Go to Tools | Options | Game Configurations and verify that your game directory is correct.

So i did that and it seems fine.
$SteamUserDir\steamapps\portal 2\portal2

Thats the game directory, what the heck?

zerobounds
04-30-2011, 01:17 PM
sorry, wrong dir posted

$SteamUserDir\portal 2\portal2
thats what its assigned to, still doesnt work.

JoshuaC
04-30-2011, 02:00 PM
No, its not just that, sometimes the compiler gets confused and things a solid brush is non-solid or a func_detail.

I've rezero'ed all my origins in my maps after using prefabs (and before) and it still gets confused. My current map is wrapped in skybox texture because of it.

Then a little fix up would be nice as well before we all waste our time trying to use broken prefabs.

zerobounds
04-30-2011, 03:59 PM
seems like more of a headache than its worth, any idea when the official tools are coming out?

LeSwordfish
04-30-2011, 04:09 PM
July-september. That's before valve time is figured in, so dont expect to get the summer holidays for it or nuthin.

Fr0Z3n
04-30-2011, 04:47 PM
Then a little fix up would be nice as well before we all waste our time trying to use broken prefabs.

We can't fix it, you just have to deal with it.

And the prefabs aren't broken, its the compiler being confused.

JoshuaC
05-01-2011, 05:52 PM
Panels are cool.

http://youtu.be/vFEinyyWD5Y
http://youtu.be/VkPi55fYNGc

Stun_gravy
05-01-2011, 07:22 PM
Panels are cool.

Wow, that is VERY cool.

KingOfSandvich
05-01-2011, 07:26 PM
ent_info is a really useful way to check an entity's inputs and outputs. On an official map, I typed in "ent_info prop_tractor_beam", and it showed all of its inputs and outputs.

One of the inputs was SetLinearForce. I used "ent_fire prop_tractor_beam SetLinearForce 0" and all the excursion funnels on the level turned off. I gave it a positive number and they turned blue, and I gave it a negative number and they turned orange and reversed. I also found that larger numbers push you faster (100 - 300 is a good range).

It looks like Valve made the Portal 2 entities very adjustable :)

Apparently this was already solved, but it still says on the first post that it hasn't been...

Boom.Headshot
05-01-2011, 08:07 PM
I've been making a coop map, and I just got it to the point for people to begin testing it. The design works well and all, but everytime the map is played, the non-host of coop will crash anywhere from 5-15 minutes after loading the level... Any ideas as to why?

Aly
05-01-2011, 09:15 PM
We've been able to reverse tractor beams for a long time now. Also, 300 or -300 is the default/what valve uses.

As for the map crashing. Are you sure it's not something triggering the crash? There could be a trigger misfiring, or anything really.

Boom.Headshot
05-01-2011, 10:16 PM
We've been able to reverse tractor beams for a long time now. Also, 300 or -300 is the default/what valve uses.

As for the map crashing. Are you sure it's not something triggering the crash? There could be a trigger misfiring, or anything really.

I don't think it's a trigger misfire because
1: It appears to be completely random
and 2: it only happens to the player that is not the host of the coop session

I'm kind of thinking that gel may have something to do with the crashing, but I'm not sure...

DaisyCutter
05-03-2011, 08:31 PM
Please add this to the OP:
ALL 105 ORIGINAL PORTAL 2 MAPS DECOMPILED, WITH STATIC PROPS AND FIXED ROTATIONS ON INSTANCES: http://dl.dropbox.com/u/813382/VHT/Original%20Maps.7z

Hi, Every time i try and load one of P2's original decompiled maps, it just crashes, 33% is where it happens.

Any ideas what to do?

I have tried these maps also.

Fr0Z3n
05-03-2011, 09:26 PM
You need to give it time. Hammer likes to say its not responding even though it is.

Luigi Thirty
05-04-2011, 12:05 AM
I'm having a weird problem getting the SDK to work. This map compiles and runs fine, but the placeholders for entities in Hammer are error models.

http://i.imgur.com/aJ73z.png

Not sure what I did. The map runs fine though.

DaisyCutter
05-04-2011, 06:10 AM
No it closes hammer, it is fine on other maps just decompiled portal2 maps, well original ones. I am using BSPSourse 1.1.1

Any other thoughts?

Aly
05-04-2011, 06:23 AM
you havn't installed your FGD right I think.

DaisyCutter
05-04-2011, 06:39 AM
Fixed it! :)
I had both portal2.fdg and alienswarm.fdg in my game Data Files. Deleted alienswarm.fdg and works perfectly.


Thanks very much.

Ps. I should have a rough guide for making panels work soon. Can i post a pdf?

LeSwordfish
05-04-2011, 09:48 AM
Yes, by all means, go ahead! Nobody's going to refuse something helpful.

Luigi Thirty
05-04-2011, 09:00 PM
I'm messing around with the SDK. I've got a map that works fine, but when it loads it plays a sound effect of Dr. Kleiner saying "Oh fiddlesticks, what now" leading me to believe something's broken. That happen to anyone else yet?

WastedMeerkat
05-04-2011, 09:04 PM
I've never heard of that happening. That's pretty weird...

Fr0Z3n
05-04-2011, 09:13 PM
Yea, I've never seen entities go "error" like that, usually its just a checkerboard black and pink for me...

Have you tried re-putting the portal 2 .fgd (or whatever the file type is) back into the folder that the guide suggests?

Luigi Thirty
05-04-2011, 09:20 PM
I fixed that, I had followed a different guide that skipped copying the editor models into the Portal 2 folder. It still does the Kleiner thing though.

Fr0Z3n
05-04-2011, 09:33 PM
If it plays a sound when you loud in then you have an entity in it that shouldn't be there... thats the only thing I can think of.

You are running this through Alien Swarm SDK? The Dr. Kleiner sound effects should've even be anywhere near your SDK unless you've really messed something up.

Brits
05-07-2011, 07:03 PM
In the map I'm working on, the player needs Conversion gel to put a portal on the right place. Water can wash the paint off the wall (to force the player doing something..). If there is already a portal on the gel, water washes off the gel, but the portal stays on the non-portalable wall.

Is there any entity, which can remove that portal?

LeSwordfish
05-11-2011, 10:17 AM
Play with Trigger_portal_cleanser, portal_bumper and func_block portals or something. Or try disabling the brush its on and replacing it with another.

Phil42
05-13-2011, 01:09 PM
Is there a good tutorial for logic gates with branches, such as AND Gates or OR Gates and these. Woulds be very helpful...

LeSwordfish
05-13-2011, 03:43 PM
I'll breifly explain it: if you want multiple X's to activate a Y, use logic_branch. setup a logic_branch for each X, and get the X to set it to 0 when its not activated, and 1 when it is. Then link all the branches to a logic_branch_listener, which has OnAllFalse (for when all of them are 0), OnAllTrue (for when all are zero) and OnMixed, for some 1s and some 0s.

math_counter can be used too. I prefer logic_branches for the picture of the ear.

Phil42
05-14-2011, 06:32 AM
Hmm it doesnt' work for me...
I linked the X's to the logic_branchs with this Outputs...
http://i.imgur.com/ldw6t.png

But then I don't know how to link the logic_branchs to the logic_branch_listener.
I just made it like this, maybe that's the problem...
http://i.imgur.com/hpgW8.png

And then I tried to link the logic_branch_listener to the door like this, is that correct?
http://i.imgur.com/5merx.png


So, where's the mistake? Thx Swordfish for your explanation btw =)

LeSwordfish
05-14-2011, 10:03 AM
The outputs are sending it to branch1, but its named branch. is that it? I cant see any other problem.

Phil42
05-14-2011, 10:09 AM
Just the logic_branch_listener is called branch. The 2 logic_branchs are called branch1 & 2. So the Buttons send the SetValue to the logic_branchs.

EDIT: It works now, in the logic_branch_listener in the properties I put the names of the branches instead of the name of the branch_listeners. Thanks for help.