BEE 2 is crashing my Portal 2 game. Help.
Quote from presto668 on March 7, 2014, 3:43 pmYeah, the player is 72 units high. Weighted storage cubes are about half that, which gives you an idea of how ridiculously huge the buttons are compared to the player. But hey, this is Aperture.
More information about scale: https://developer.valvesoftware.com/wiki/Scale
Yeah, the player is 72 units high. Weighted storage cubes are about half that, which gives you an idea of how ridiculously huge the buttons are compared to the player. But hey, this is Aperture.
More information about scale: https://developer.valvesoftware.com/wiki/Scale

Quote from TeamSpen210 on March 7, 2014, 4:52 pmThe PTI instances are saved in sdk_content/maps/instances/p2editor, the BEEMOD ones are in instances/bens_extended_editor/. The last map compiled in PTI is saved as sdk_content/maps/preview.vmf, or maps/styled/preview.vmf for the stylechanger version.
You'll probably want to actually use the other instances, they are simpler and better a lot of the time. (Valve had to make PTI instances complex to handle all the logic and make them easy to use.) in the sdk_content/maps folder Valve left copies of some of the campaign maps to show how they made them. There's a zoo_mechanics map that has basically every test element, to demonstrate how they were made.
The PTI instances are saved in sdk_content/maps/instances/p2editor, the BEEMOD ones are in instances/bens_extended_editor/. The last map compiled in PTI is saved as sdk_content/maps/preview.vmf, or maps/styled/preview.vmf for the stylechanger version.
You'll probably want to actually use the other instances, they are simpler and better a lot of the time. (Valve had to make PTI instances complex to handle all the logic and make them easy to use.) in the sdk_content/maps folder Valve left copies of some of the campaign maps to show how they made them. There's a zoo_mechanics map that has basically every test element, to demonstrate how they were made.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Samot on March 7, 2014, 11:47 pmTeamSpen210 wrote:The PTI instances are saved in sdk_content/maps/instances/p2editor, the BEEMOD ones are in instances/bens_extended_editor/. The last map compiled in PTI is saved as sdk_content/maps/preview.vmf, or maps/styled/preview.vmf for the stylechanger version.You'll probably want to actually use the other instances, they are simpler and better a lot of the time. (Valve had to make PTI instances complex to handle all the logic and make them easy to use.) in the sdk_content/maps folder Valve left copies of some of the campaign maps to show how they made them. There's a zoo_mechanics map that has basically every test element, to demonstrate how they were made.
Thanks for the info. Just what I needed.
You'll probably want to actually use the other instances, they are simpler and better a lot of the time. (Valve had to make PTI instances complex to handle all the logic and make them easy to use.) in the sdk_content/maps folder Valve left copies of some of the campaign maps to show how they made them. There's a zoo_mechanics map that has basically every test element, to demonstrate how they were made.
Thanks for the info. Just what I needed.

Quote from BenVlodgi on March 8, 2014, 1:44 amIf you are curious, I exclusively use hammer for my level design. I created the BEEMOD and the BEE2, and I've never made a map with those items.
You aren't re-inventing the wheel. You're making a new type of tire. You'd be re-inventing the wheel if you had to code physics for every prop, or make every model by hand every time you used it.
To make a toxic pit, you need 3 brushes. One for the appearance of toxic waste, and two for triggering player damage and killing props.
To make a fizzler, you need some prop_dynamics and a single brush.
to make a laser emitter, you need one entity, and to wrap it with some brushes as you embed it in a wall.Hammer is easy, and structuring each element individually in each level you design is the benefit of using hammer. Everything can behave and look exactly like you want it to. Not just the limited functionality the PTI can hack together.
Its like a picture made with huge pixels, so large you can barely tell what it is supposed to be VS a painting by an artist. Sure it takes more work to paint, mix those colors, practice, fail, but eventually create a beautiful work of art. VS the cookie cutter pixilized image you took and ran through an instagram filter.
Basically, you'll never regret learning how to hammer
If you are curious, I exclusively use hammer for my level design. I created the BEEMOD and the BEE2, and I've never made a map with those items.
You aren't re-inventing the wheel. You're making a new type of tire. You'd be re-inventing the wheel if you had to code physics for every prop, or make every model by hand every time you used it.
To make a toxic pit, you need 3 brushes. One for the appearance of toxic waste, and two for triggering player damage and killing props.
To make a fizzler, you need some prop_dynamics and a single brush.
to make a laser emitter, you need one entity, and to wrap it with some brushes as you embed it in a wall.
Hammer is easy, and structuring each element individually in each level you design is the benefit of using hammer. Everything can behave and look exactly like you want it to. Not just the limited functionality the PTI can hack together.
Its like a picture made with huge pixels, so large you can barely tell what it is supposed to be VS a painting by an artist. Sure it takes more work to paint, mix those colors, practice, fail, but eventually create a beautiful work of art. VS the cookie cutter pixilized image you took and ran through an instagram filter.
Basically, you'll never regret learning how to hammer
Quote from CamBen on March 8, 2014, 12:12 pmBenVlodgi wrote:Amazing text...Basically, you'll never regret learning how to hammer
Aperture Science: We do our science asbestos we can!