Relaxation vault.

by Lpfreaky90 · Uploaded Dec 18, 2011

Screenshot 1

File Size: 0.02 MB

Downloads: 472

Rating: (2 votes)

Description

This is an instance I made which is basically the relaxation vault from portal 1, but made in Portal 2. So now you can wake up in your favorite room! If you have any comments or want to see new functionality's? Let me know! ~Lp

Advertisement
Registered users don’t see ads! Register now!
Comments

Sign in to comment.

Lpfreaky90 • Dec 18, 2011 • #42585
2,842 posts

This is an instance I made which is basically the relaxation vault from portal 1, but made in Portal 2. So now you can wake up in your favorite room!

If you have any comments or want to see new functionality's? Let me know!

~Lp

File Name: relaxation_vault.zip
File Size: 20.11 KiB
Click here to download Relaxation vault.

Djinndrache • Dec 18, 2011 • #42586
1,442 posts

lpfreaky90 wrote:
So now you can wake up in your favorite room!

I don't see cake next to the vault. It's not my favorite room

Lpfreaky90 • Dec 18, 2011 • #42587
2,842 posts

Djinndrache wrote:
lpfreaky90 wrote:

So now you can wake up in your favorite room!

I don't see cake next to the vault. It's not my favorite room

The problem is that there is no cake model in portal 2
I could make a version that actually has a cake hidden in the level, however then I have to add custom stuff to that instance. If that's what you like I can fix that! Just let me know ^^

262LetsPlay • Dec 19, 2011 • #42588
51 posts

You can just copy the cake.mdl from Portal-Files and the materials. Congratulations. You have cake in Portal 2 .

spongylover123 • Dec 19, 2011 • #42589
944 posts

262LetsPlay wrote:
You can just copy the cake.mdl from Portal-Files and the materials. Congratulations. You have cake in Portal 2 .

And don't forget to change the vtf version from 7.2 to 7.5?
P.S Many static Portal models crash portal 2

MasterLagger • Dec 19, 2011 • #42590
1,695 posts

Not everyone wants custom content in an instance, maybe you could make a Relaxation Vault Special Cake Edition for those that do want cake. I'm just saying don't overwrite this file.

Lpfreaky90 • Dec 19, 2011 • #42591
2,842 posts

262LetsPlay wrote:
You can just copy the cake.mdl from Portal-Files and the materials. Congratulations. You have cake in Portal 2 .

I know I can, I could have also included all the original textures, but for the sake of usefulness I decided not to do this. This file is mend to be a simple instance, place and you're good to go.

I could choose to insert cake, without including the model, that would give an ERROR! thingy in hammer, but you don't notice it in game. The people who do have the cake model then can actually see the cake

However, I prefer to keep it clean, but if someone really really wants it, I will add that as a separate file in the zip.

SuperSoldier • Dec 23, 2011 • #42592
31 posts

spongylover123 wrote:
And don't forget to change the vtf version from 7.2 to 7.5?

That's actually unnecessary, VTF is backwards-compatible.

chimera201 • Jan 14, 2012 • #42593
129 posts

you forgot the led countdown timer and the toilet lid. And there is no bulb in the light holder?

Lpfreaky90 • Jan 14, 2012 • #42594
2,842 posts

chimera201 wrote:
you forgot the led countdown timer and the toilet lid. And there is no bulb in the light holder?

I will look into adding the countdown timer. I thought the textures for the normal countdown are missing in portal 2, but I could be mistaken, I will look into it tomorrow.

About the light bulb, that's an error in the model. I'll look into that too, but the main focus of this was to create it as similar as possible without using any non-portal 2 textures/models.

But thanks for the feedback

spyro201 • Jan 22, 2012 • #42595
5 posts

How do I install this?

spongylover123 • Jan 22, 2012 • #42596
944 posts

Put it in your sdk_content/maps folder.

spyro201 • Jan 22, 2012 • #42597
5 posts

Aren't the maps supposed to be bsp files. Also put it into the portal 2\maps folder?

spongylover123 • Jan 22, 2012 • #42598
944 posts

These are vmf files, they are not compiled yet.
The OP said this was an "INSTANCE".
Not a map.

spyro201 • Jan 22, 2012 • #42599
5 posts

Ok thanks I hope he compiles it soon.

spongylover123 • Jan 22, 2012 • #42600
944 posts

You're supposed to compile it yourself.
The map is no fun if it was compiled to play, you just sit there doing nothing.
The whole point of this was to let mappers to put this in their maps to edit and or use.

gompasta • Jan 22, 2012 • #42601
109 posts

Instances are not playable maps. They are elements for other map makers to use.

Djinndrache • Jan 22, 2012 • #42602
1,442 posts

spyro201 wrote:
Aren't the maps supposed to be bsp files. Also put it into the portal 2\maps folder?

gompasta wrote:
Instances are not playable maps. They are elements for other map makers to use.

^ this. See also: https://developer.valvesoftware.com/wiki/Instance

spyro201 • Jan 22, 2012 • #42603
5 posts

So How do I compile it? I guess I have to have the SDK thing.

Djinndrache • Jan 22, 2012 • #42604
1,442 posts

spyro201 wrote:
So How do I compile it? I guess I have to have the SDK thing.

Easiest way would be to use the Portal 2 Authoring Tools. However, instances are not playable maps, even if you compile them.
If you are interested in using instances to make your own map, check this thread out: mapping-help/working-with-instances-t2486.html

spyro201 • Jan 22, 2012 • #42605
5 posts

So I can open up the map in the authorizing tools then I can see it but I can't play it.

Djinndrache • Jan 22, 2012 • #42606
1,442 posts

spyro201 wrote:
So I can open up the map in the authorizing tools then I can see it but I can't play it.

This. Is. No. Map.

silic • Jan 22, 2012 • #42607
93 posts

and ironically what this guy is doing is the complete opposite of the function of this instance... lol

Lpfreaky90 • Jan 22, 2012 • #42608
2,842 posts

Let me try this:
The relaxation vault is what the very very first part of portal 1 looks like.
To create this in portal 2 takes quite a bit of time and effort. I created this because I wanted people to start in this room in the mod I am making.

After I finished this I put the vmf file as an instance. This means that another mapper can use this INSTANCE to INSTANTLY create the relaxation vault in their map. The only thing they have to do is create a func_instance and look for this instance file and they have the relaxation vault in their map.

This is NOT a map, this is something mappers can use to add this to THEIR maps!

Lpfreaky90 • Jan 22, 2012 • #42609
2,842 posts

Hey, I just looked at adding the timers, I can do it. But I can't use the original textures.
Options:


Or no countdown.
Which do you like the most?
Yellow, orange, or white
(screenshots are taken in hammer so please ignore the yellow lines between the numbers for white and yellow)

Personally I think the best thing will be not to add a countdown...

Djinndrache • Jan 22, 2012 • #42610
1,442 posts

I like the 5432

But on that position they all look ugly. Why do you have to place them right there? Add some other podestal model nearby to show the timer in your way

Lpfreaky90 • Jan 22, 2012 • #42611
2,842 posts

Djinndrache wrote:
I like the 5432

Djinndrache wrote:
But on that position they all look ugly. Why do you have to place them right there? Add some other podestal model nearby to show the timer in your way

That's a neat idea, what do you guys think?

spongylover123 • Jan 22, 2012 • #42612
944 posts

Check the Relaxation Vault in sp_a1_intro1

Lpfreaky90 • Jan 23, 2012 • #42613
2,842 posts

spongylover123 wrote:
Check the Relaxation Vault in sp_a1_intro1

That one is flickering on 12:00:00 (it's just a texture, not actually something that count down )

chimera201 • Jan 23, 2012 • #42614
129 posts

there are 2 textures if you filter with sign clock in the texture browser.

Have a look at this link:http://www.interlopers.net/tutorials/25686
Maybe that might help you. It's pretty complicated for me. There's something as material modify control. If you manage to make it make the clock also an instance.

I would probably be using this instance in my map. It will save me a lot of time. Thanks.

Also I am not getting shadows on static and dynamic props even if i enabled shadows on the props.Any hint?

Lpfreaky90 • Jan 23, 2012 • #42615
2,842 posts

chimera201 wrote:
there are 2 textures if you filter with sign clock in the texture browser.

Have a look at this link:http://www.interlopers.net/tutorials/25686
Maybe that might help you. It's pretty complicated for me. There's something as material modify control. If you manage to make it make the clock also an instance.

I would probably be using this instance in my map. It will save me a lot of time. Thanks.

Also I am not getting shadows on static and dynamic props even if i enabled shadows on the props.Any hint?

I've tried to use those textures with the material modifier, but they don't work in portal 2, the textures don't exist anymore. As I said before, I'd like to keep this instance clean and I'd like to only have portal 2 stuff in it.

Only happy to see this used in more maps

metroid101 • Aug 06, 2013 • #42616
79 posts

Lpfreaky90 wrote:
Let me try this:
The relaxation vault is what the very very first part of portal 1 looks like.
To create this in portal 2 takes quite a bit of time and effort. I created this because I wanted people to start in this room in the mod I am making.

After I finished this I put the vmf file as an instance. This means that another mapper can use this INSTANCE to INSTANTLY create the relaxation vault in their map. The only thing they have to do is create a func_instance and look for this instance file and they have the relaxation vault in their map.

This is NOT a map, this is something mappers can use to add this to THEIR maps!

So I can make a large empty block(Big enough for the room to fit in) do func_instance and click this vmf file and it'll load as a playable part of my map in portal 2?

Can you do the same for the old aperature science hotel wake up vault? Or is it the same thing?

Lpfreaky90 • Aug 06, 2013 • #42617
2,842 posts

Here's some free mapping advice:
Don't put stuffs in big empty blocks; it gives a lot of problems.

Instead make it line up with your map geometry.

But yeah; you can put a func_instance, click this vmf and it'll be loaded into hammer.
If you then compile the map into a bsp, you'll be able to play it.

I'm not planning on making this for the old aperture science hotel wake up vault; you can just de-compile that map and see what's going on there.

radelite • Aug 08, 2013 • #42618
121 posts

when is it ok to post threads for things I post like mods and maps

Lpfreaky90 • Aug 08, 2013 • #42619
2,842 posts

radelite wrote:
when is it ok to post threads for things I post like mods and maps

You could post questions about things in the hammer and modding-sub forum.

If you want feedback on a work in progress map you can put it in Work In Progress

etc

Tmast98 • Aug 10, 2013 • #42620
210 posts

Hey Lp,

Dunno if you will find this helpful but this is what is used in portal 2 for countdown timers, like in GLaDOS's trap test, and the final boss battle. The entity's name is vgui_neurotoxin_countdown.

Hope that helps!

Advertisement
Registered users don’t see ads! Register now!