Mapping Tips and Useful Links
Quote from FelixGriffin on October 8, 2013, 9:23 pmThat should definitely have been listed here before, it's really helpful.
Do the same limits apply to other projectors?
That should definitely have been listed here before, it's really helpful.
Do the same limits apply to other projectors?
Quote from Gemarakup on October 8, 2013, 10:52 pmFelixGriffin wrote:That should definitely have been listed here before, it's really helpful.Do the same limits apply to other projectors?
All I know that the laser has a limit of hitting 8 reflection gel surfaces.
Do the same limits apply to other projectors?
All I know that the laser has a limit of hitting 8 reflection gel surfaces.
Quote from josepezdj on October 9, 2013, 2:57 amHMW wrote:In other light bridge news:Hahahaha... I love your subtle sense of humor, my friend On the other hand, thanks for the precise info about what causes that "stutter" the first time you use a bridge in a map (I had that issue in White Room remix and I used that other workaround of activating it, for some ppl is not "brief" but really annoying, depending on their computers) and for that awesome cheap method to preload that particle of the bridge!
EDIT
Hmmmmm.....[spoiler]hehe... bridges.... hmmmm... maybe to stop the cubes after they've been sent via the sedificator? REALLY interesting! :p[/spoiler]
Hahahaha... I love your subtle sense of humor, my friend On the other hand, thanks for the precise info about what causes that "stutter" the first time you use a bridge in a map (I had that issue in White Room remix and I used that other workaround of activating it, for some ppl is not "brief" but really annoying, depending on their computers) and for that awesome cheap method to preload that particle of the bridge!
EDIT
Hmmmmm.....
Quote from FelixGriffin on October 9, 2013, 8:21 amjosepezdj wrote:HMW wrote:In other light bridge news:Hahahaha... I love your subtle sense of humor, my friend On the other hand, thanks for the precise info about what causes that "stutter" the first time you use a bridge in a map (I had that issue in White Room remix and I used that other workaround of activating it, for some ppl is not "brief" but really annoying, depending on their computers) and for that awesome cheap method to preload that particle of the bridge!
EDIT
Hmmmmm.....[spoiler]hehe... bridges.... hmmmm... maybe to stop the cubes after they've been sent via the sedificator? REALLY interesting! :p[/spoiler]
Remember sp_a2_column_blocker? Lasers go right through bridges.
Hahahaha... I love your subtle sense of humor, my friend On the other hand, thanks for the precise info about what causes that "stutter" the first time you use a bridge in a map (I had that issue in White Room remix and I used that other workaround of activating it, for some ppl is not "brief" but really annoying, depending on their computers) and for that awesome cheap method to preload that particle of the bridge!
EDIT
Hmmmmm.....
Remember sp_a2_column_blocker? Lasers go right through bridges.
Quote from josepezdj on October 9, 2013, 8:42 amFelixGriffin wrote:Remember sp_a2_column_blocker? Lasers go right through bridges.I know lasers go, but I am not sure if a cube that is travelling through the beam sent by the sendificator could be stopped in its way by a bridge... that was my instant thought. I think it could be cool
It is true though, that what the sendificator does is to send the cube right where the beam ends... not all the way through the beam...
I know lasers go, but I am not sure if a cube that is travelling through the beam sent by the sendificator could be stopped in its way by a bridge... that was my instant thought. I think it could be cool
It is true though, that what the sendificator does is to send the cube right where the beam ends... not all the way through the beam...
Quote from FelixGriffin on October 9, 2013, 10:39 amjosepezdj wrote:FelixGriffin wrote:Remember sp_a2_column_blocker? Lasers go right through bridges.I know lasers go, but I am not sure if a cube that is travelling through the beam sent by the sendificator could be stopped in its way by a bridge... that was my instant thought. I think it could be cool
It is true though, that what the sendificator does is to send the cube right where the beam ends... not all the way through the beam...
I've never actually tried sendificating through a bridge, but the script traces out the path of the env_portal_laser by placing env_lasers and finding their endpoints. So if those are blocked by a bridge, the cube would be...
EDIT: Never mind. I just remembered there's a bit in there to let the beam go through glass. The beam can pass through any surface less than four units thick.
I know lasers go, but I am not sure if a cube that is travelling through the beam sent by the sendificator could be stopped in its way by a bridge... that was my instant thought. I think it could be cool
It is true though, that what the sendificator does is to send the cube right where the beam ends... not all the way through the beam...
I've never actually tried sendificating through a bridge, but the script traces out the path of the env_portal_laser by placing env_lasers and finding their endpoints. So if those are blocked by a bridge, the cube would be...
EDIT: Never mind. I just remembered there's a bit in there to let the beam go through glass. The beam can pass through any surface less than four units thick.
Quote from HMW on October 13, 2013, 2:19 pmFelixGriffin wrote:Do the same limits apply to other projectors?From my testing, the only other thing that seems to be affected is the tractor beam.
josepezdj wrote:Hmmmmm.....[spoiler]hehe... bridges.... hmmmm... maybe to stop the cubes after they've been sent via the sedificator? REALLY interesting! :p[/spoiler]Well, you can indeed stop a cube after it being sent. If that's indeed what you mean, then you have been reading my mind
From my testing, the only other thing that seems to be affected is the tractor beam.
Well, you can indeed stop a cube after it being sent. If that's indeed what you mean, then you have been reading my mind
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Gemarakup on November 25, 2013, 2:44 amhttp://www.tophattwaffle.com/protecting ... compiling/, http://www.tophattwaffle.com/downloads/vide/
http://www.tophattwaffle.com/protecting ... compiling/, http://www.tophattwaffle.com/downloads/vide/
Quote from User on December 2, 2013, 4:55 pmDoesnt work
[spoiler]For some people who use "func_dustmotes".
If you have the problem that the alpha doesnt take effect, or you cant change the colour,
Just edit the sparkles.vmt and delete "vertexalpha" and "vertexcolour", or change them to 0.[/spoiler]Edit: Forgot about that, didnt work.
Doesnt work
Edit: Forgot about that, didnt work.
Quote from Tmast98 on December 2, 2013, 6:21 pmHere are two (hopefully) helpful tips!
To make underground mapping (and mapping in general) easier, you can change the draw distance of the models in the 3D view. Go to tools, options, 3D views, and adjust the model render distance. I changed mine to 1500 and it works pretty good .
The other tip is for people who can't get blend textures to render properly in hammer, go to your 3D view and hit "camera" near the top left of your view, and click 3D textured. Now the actual rust, moss, or whatever the blend texture allows you to manipulate will show up
Hope those help someone out
Here are two (hopefully) helpful tips!
To make underground mapping (and mapping in general) easier, you can change the draw distance of the models in the 3D view. Go to tools, options, 3D views, and adjust the model render distance. I changed mine to 1500 and it works pretty good .
The other tip is for people who can't get blend textures to render properly in hammer, go to your 3D view and hit "camera" near the top left of your view, and click 3D textured. Now the actual rust, moss, or whatever the blend texture allows you to manipulate will show up
Hope those help someone out