Please or Register to create posts and topics.

Making a Mod

PreviousPage 3 of 5Next

prop_detail is only for auto-added grass/plant models added to displacements.
Things that never ever move are prop_static. Things that can have animations set and be parented to move are prop_dynamic. Things you can pick up are prop_physics (prop_physics_override to make things that aren't meant to be picked up be able to be picked up)

Thanks! I've fixed the problem!
I'll start reading everything on VDC right now!
And...

MrTwoVideoCards wrote:
Plus, considering your creating a mod, you might want to go ahead and try getting to know the hang of mapping and source basics firsts, before jumping straight into making a full mod or anything like that.

Well, I think this isn't a point... there's no much difference between making a mod or a map... a mod is just some maps jointed. And making a mod isn't so more hard than making some maps.

However, I'll make some maps to test if I can make some things...
8)

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

You don't need to make a mod, to make a series of continuous maps. That's called a map pack, and you can do it in ordinary hammer with map transitions.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
msleeper wrote:
You don't need to make a mod, to make a series of continuous maps. That's called a map pack, and you can do it in ordinary hammer with map transitions.

Just inserting my opinion here...

I think a mod is easier to organize your stuff. Like, if I have a series of maps with tons of custom materials and some replacement ones, rather than sorting through my extensive materials folder and packing a whole bunch more materials into the bsp's (if I don't want them to replace normal stuff), I can just make a mod that overlays the replacements and such.

Also with mods you can control menu options, which is kinda nice if you don't want to mess with normal portal menu options, you can mess with sound FX, same reasoning as with textures, etc. I find it just helps a lot with organization.

Hear the turret, for it is knell. It summons thee to heaven, or to hell.

I fixed almost all problems, BUT the radio disappears when I move it! How I fix this?
Aaaaand... the problem of the toilet that crashes the game continued. Then I deleted the toilet and discovered that the problem is on the corner of the wall... when I walk close a certain wall, the game crashes totally!! How I fix this?

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.
vinivite wrote:
[W]hen I walk close a certain wall, the game crashes totally!! How I fix this?

I once had a problem exactly like this. Walking to one particular spot in the map would crash the game. It turned out to be an empty func_brush (i.e. a brush entity with no solids in it.)

In my case, the problem disappeared when the cordon tool was active, even when the cordon was around the entire map. Can you try that and see if it does the same for you?

Also try checking your map for errors (alt+P), it might show up there.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

I'll try this right now and then tell you, HMW.
I have more questions?
- How I create custom textures?
- How I create custom models?
- Aaaaand... almost everytime I try to open Steam in Offline mode, it says that there's no suficent files on my PC to do this... how I fix this to make me enter offline mode anytime?

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.
2. Export your model from 3ds max, blender or XSI as an smd using plugins from Valve or the VDC. Then create a QC for its sequences and compile it with studiomdl.exe.
3. Switch to online mode while Steam is already open and online to make sure it will be ready for next time.

HMW wrote:
In my case, the problem disappeared when the cordon tool was active, even when the cordon was around the entire map. Can you try that and see if it does the same for you?

YESH, IT WORKED. Thanks man!

Omnicoder wrote:
1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.

I edit a vtf with notepad?

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.
Omnicoder wrote:
1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.

I edit a vtf with notepad?[/quote]
You edit a vmt in notepad. You make the vtf in vtfedit.

PreviousPage 3 of 5Next