The ThinkingWithPortals Map Showcasing Thread

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MasterLagger
1,695 Posts
Posted Jun 19, 2012
Replied 1 minutes later

Groxkiller585 wrote:
CamBen wrote:

unbelievably epic. The player tracking:

1a you make use a func_tanc to rotate the core around and also look up and down.
1b name it tank_core
1c parent the core model to tank_core.
2a make a func_tank that rotates only around.
2b name it tank_body
2c Parent everything else onto it.

also, Cant you use a logic_auto to: [OnMapSpawn (turrets) SetParent tank_body] ?

Turrets won't parent to anything, but he CAN make them stop by telling them to stop physics motions (it's a prop_physics input but it works for turrets). This would keep them in place and make them still function.

The turrets are already motion disabled, they were meant not to rotate. The core looking towards the player is the main and final step. Still trying to figure out how to use a func_tank, the mapping wiki wasn't any help.

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FelixGriffin
2,680 Posts
Posted Jun 20, 2012
Replied 10 hours later

chickenmobile wrote:
You don't need to parent a game_ui in order to activate it. Use an output.

But I need to have it activate if the player looks directly at a certain entity, and I can't use trigger_looks for it. I was hoping to use the built-in view tracking. Is that possible?

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ChickenMobile
2,460 Posts
Posted Jun 20, 2012
Replied 2 hours later
There are other entities which can detect whether or not it is being looked at by the player.

An env_entity_maker has the flag: ForceSpawn: Only if the player isn't looking. Although this might need a bit of clever outputs in order to get it working.

Also why cant you use a trigger_look?

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FelixGriffin
2,680 Posts
Posted Jun 20, 2012
Replied 4 hours later
Don't those only work in singleplayer? That's what the VDC said, although I haven't had time to test it myself.
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MasterLagger
1,695 Posts
Posted Jun 20, 2012
Replied 1 hour later
Thanks to Skotty's suggestion, I was finally able to make the core and laser beam track the player. A few things caught on fire during the test run, but I'm satisfied on how it turned out.

sp_ml_offices0000.jpg

As soon as I release my Aperture Offices map, I'll upload an instance of my "Angry Hover Turret" for everyone to use.

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RubyCarbuncIe
303 Posts
Posted Jun 20, 2012
Replied 1 hour later
Congrats MasterLagger! I look forward to playing your map!
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MasterLagger
1,695 Posts
Posted Jun 20, 2012
Replied 1 hour later
I'm not sure if I am going to use the "Angry Hover Turret" in my Aperture Offices map except for maybe leaving it in the room it was created in. The map wasn't necessarily built for having this enemy in it, the idea just kind of popped up when I was making it as a "decoration." Maybe I'll use it for an Easter Egg or create an extra map made specifically for it.
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DaMaGepy
361 Posts
Posted Jun 20, 2012
Replied 18 minutes later
Surprisingly my timetravel and outdoor concept map was pretty popular in the workshop (seems, not everyone thinks that a portal 2 map must take place in the portal universe with official-looking tests), so I'll start making a half-outdoor half-indoor decayed map at the beginning of june. It will be similar to my timetravel map, with multiple travels to the future, with multiple version of the same room (more and more decayed), and then some testing and puzzle/fixing (a la my map #3) in the sunny valley. Maybe some water puzzle too (involving floating objects)...

Imported some prop from the source 2007 shared models.gcf (trees were used mainly in HL2), atm just added them to an existing map, will use them in my next one:

ofc I'll only use 1-2 tree from HL2, will ask valve if its allowed or not. If not, then it will have less tree and more grass

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MasterLagger
1,695 Posts
Posted Jun 20, 2012
Replied 24 minutes later
That looks pretty cool. Outdoor testing would be awesome, but what could be done to outside testing that would separate it from inside testing? (I mean besides it being outside )
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FelixGriffin
2,680 Posts
Posted Jun 20, 2012
Replied 28 minutes later
I don't think you'll need to ask Valve. Those props are in the Source SDK, which you can get free with TF2.
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DaMaGepy
361 Posts
Posted Jun 20, 2012
Replied 5 minutes later

Quote:
...but what could be done to outside testing that would separate it from inside testing?

for example using the terrain to reach things, limited fling capacity (with unusually angled surfaces), and can use physics and events too (for example removing debris from a button to be able to use it, finding indicator pieces which concept needs a very decayed test area, using water to float/travel wooden cubes, breakable objects, etc), but mainly because I like the sunshine and the green environment after the dark scary chambers.

Quote:
I don't think you'll need to ask Valve. Those props are in the Source SDK, which you can get free with TF2.

ye, I took them from the source shared models/materials .gcf, but I want to be sure.

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Brainstone
401 Posts
Posted Jun 22, 2012
Replied 1 day later
Can you shoot portals on grass? I don't think that should be possible.
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DaMaGepy
361 Posts
Posted Jun 22, 2012
Replied 21 minutes later
normally can't, I just removed the func_noportal_volume so I can test how can I setup a clip solid to avoid the bug when portaling near displacements. Ofc portals will be limited to white concrete walls.
My main problem was to find out which files I need (seems portal2 uses onle the .dx90.vtx, and 2-3 other file), plus the textures, normalmap, bumpmap blend textures etc... Had to keep the filesize low while including all object/text + music.
You can run around in the small valley area, dl here, no test or puzzle, just the eyecandy. (25MB)
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CamBen
973 Posts
Posted Jun 22, 2012
Replied 9 hours later
I am trying to finish the 2nd map for my impulse lasers maps, but its getting really stressful trying to work with all those catchers that are supposed to work independently. I'm probably going to take a break from it to work on something else.

anyway, heres a screeny.

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ChickenMobile
2,460 Posts
Posted Jun 22, 2012
Replied 1 hour later
@CamBen: that place looks so warm and inviting
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DaMaGepy
361 Posts
Posted Jun 25, 2012
Replied 2 days later
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.
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The Irate Pirate
236 Posts
Posted Jun 27, 2012
Replied 1 day later

DaMaGepy wrote:
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.

And thus the floodgates are opened.

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Lpfreaky90
2,842 Posts
Posted Jun 27, 2012
Replied 2 hours later

DaMaGepy wrote:
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.

Wow, you've actually managed to reach valve employees with this question :thumup:
I've sent at least 5 emails to different addresses, made a bunch of forum posts on the official forums and I've poked valve employees on skype and never got any reply

But this is of course awesome news

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DaMaGepy
361 Posts
Posted Jun 27, 2012
Replied 5 hours later
I submittet it on support form, as DLC related. I showed the example screenshot and told that I want to use tree/rock models and some texture, and I asked permission, wrote to redirect this to the portal 2 or other competent team. They said that, and that the map looks awesome
Dont know if its only for me, but I heard that using files from the shared (and not from the specific games) is ok. And since you have Portal 2, then so the files. Tho they are not listed in texture/model browser (maybe to make the long list more clear and related).
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CamBen
973 Posts
Posted Jun 27, 2012
Replied 26 minutes later
So, does that mean I can pack the barnacle from source 2007 shared files in w/ pakrat?