Observation Rooms
Quote from Bulska on April 27, 2008, 6:15 amI'm working on a little map for Portal and I would like to place some Observation Rooms around the place.
But I have no idea where I can find the glass texture... Does anyone know where I can find that shader?
Other usefull hints about making a cool observation room is much appreciated too.
I'm working on a little map for Portal and I would like to place some Observation Rooms around the place.
But I have no idea where I can find the glass texture... Does anyone know where I can find that shader?
Other usefull hints about making a cool observation room is much appreciated too.
Quote from Ricotez on April 27, 2008, 6:53 amThat special glass texture can't be found in the texture browser, and Hammer depicts it as purple-black squares. The best thing you can do is open the Portal map Valve has supplied with the SDK (or decompile a random Portal map) and copy-paste the texture.
Please note that you must turn the brushes you use that special glass texture on in func_brush, if they're world brushes or func_details the textures will act very buggy, much like a hall of mirrors-effect.
That special glass texture can't be found in the texture browser, and Hammer depicts it as purple-black squares. The best thing you can do is open the Portal map Valve has supplied with the SDK (or decompile a random Portal map) and copy-paste the texture.
Please note that you must turn the brushes you use that special glass texture on in func_brush, if they're world brushes or func_details the textures will act very buggy, much like a hall of mirrors-effect.
"Duct Tape is the answer."
Quote from Bulska on April 27, 2008, 7:05 amhow excactly can I open up a Portal map? I got GCFscape, i dont know if I need to use that.
I've bumped upon another problem, but it isn't about the observation rooms.
The lights don't bounce anymore, lighting looks really bad now. I dont know what I've done but suddenly the lights wont 'bounce' anymore.
How can this problem appear and how to fix it?Besides that, any tutorial on how to make an observation room?
how excactly can I open up a Portal map? I got GCFscape, i dont know if I need to use that.
I've bumped upon another problem, but it isn't about the observation rooms.
The lights don't bounce anymore, lighting looks really bad now. I dont know what I've done but suddenly the lights wont 'bounce' anymore.
How can this problem appear and how to fix it?
Besides that, any tutorial on how to make an observation room?
Quote from Aldéz on April 27, 2008, 11:43 amThe texture
The texture can be found in the texture browser. The name is glass/glasswindow_refract01. It will appear as a missing texture (purple/black checked pattern) since Hammer can't display refracting textures. It'll look fine in the game though. The texture won't work on func_detail entities.The lights
You probably have a leak, check the compile log. If you have a leak, go to Map > Load Pointfile. A red line will appear somewhere in your map. Follow it and you'll find the leak.The observation rooms
To see how Valve did, you can extract the maps with GCFScape and then decompile them with VMEX.
The texture
The texture can be found in the texture browser. The name is glass/glasswindow_refract01. It will appear as a missing texture (purple/black checked pattern) since Hammer can't display refracting textures. It'll look fine in the game though. The texture won't work on func_detail entities.
The lights
You probably have a leak, check the compile log. If you have a leak, go to Map > Load Pointfile. A red line will appear somewhere in your map. Follow it and you'll find the leak.
The observation rooms
To see how Valve did, you can extract the maps with GCFScape and then decompile them with VMEX.
Quote from Ricotez on April 27, 2008, 2:16 pmWatch out, Ald?z, I thought it was illegal to post a download link to VMex on this forum...
Watch out, Ald?z, I thought it was illegal to post a download link to VMex on this forum...
"Duct Tape is the answer."
Quote from youme on April 27, 2008, 2:28 pmmlseeper wrote:Oh, and if anyone is caught vmexing you can bet your ass you're gone.Correct me if I'm wrong but what msleeper meant here was that using Vmex to copy/paste valves work into your own maps is stricktly forbidden. msleeper himself has said that for education purpouses (which is what Ald?z is suggesting) is fine.
Correct me if I'm wrong but what msleeper meant here was that using Vmex to copy/paste valves work into your own maps is stricktly forbidden. msleeper himself has said that for education purpouses (which is what Ald?z is suggesting) is fine.
Quote from Megadude on April 27, 2008, 3:44 pmThe VMF that come supplied with the SDK has an observation room in it already, so no need to decompile any maps. If you want a bigger observation room than the one in the VMF, just make the room and the window bigger.
The VMF that come supplied with the SDK has an observation room in it already, so no need to decompile any maps. If you want a bigger observation room than the one in the VMF, just make the room and the window bigger.
gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Quote from MrTwoVideoCards on April 27, 2008, 3:49 pmRicotez wrote:That special glass texture can't be found in the texture browser, and Hammer depicts it as purple-black squares. The best thing you can do is open the Portal map Valve has supplied with the SDK (or decompile a random Portal map) and copy-paste the texture.Please note that you must turn the brushes you use that special glass texture on in func_brush, if they're world brushes or func_details the textures will act very buggy, much like a hall of mirrors-effect.
The texture exists in Hammer right, then it must be in the Texture browser... YOu have an example Portal vmf in your Source SDK content folder, look that up, and you'll find the texture.
Please note that you must turn the brushes you use that special glass texture on in func_brush, if they're world brushes or func_details the textures will act very buggy, much like a hall of mirrors-effect.
The texture exists in Hammer right, then it must be in the Texture browser... YOu have an example Portal vmf in your Source SDK content folder, look that up, and you'll find the texture.
Quote from Bulska on April 27, 2008, 4:03 pmWoa thanks! All my problems which i've posted have been fixed!
Thanks alot, especially the red line. I remember it from Quake 3 Arena mapping to indicate leaks. Now I can fix my other map too ^^
Oh I got the texture placed on the windows now, they look cool.
But what's a good way to make doors in the observation rooms? Overlay?
Woa thanks! All my problems which i've posted have been fixed!
Thanks alot, especially the red line. I remember it from Quake 3 Arena mapping to indicate leaks. Now I can fix my other map too ^^
Oh I got the texture placed on the windows now, they look cool.
But what's a good way to make doors in the observation rooms? Overlay?
Quote from Bulska on April 27, 2008, 5:05 pmI'm off for a week, so I wont be able to reply for a moment.
I'm going to post one last question, and if I need anything else in the upcoming week, I'll just make a new topic with a fitting name.
The rotating Portal Gun pedestal tutorial is a little bit incorrect. I used it for my room but in my test chamber the Portal Gun rotates for a longer period.
In time, the Portal Gun aim gets off and shoots at the wrong wall, making it impossible to complete the test, unless you want to wait a long time for the gun to regain its aim. (Or restart the test chamber)
I know I can look this up in the original maps, but a quick answer would be usefull, in case anyone already knows.
Please don't waste time looking it up in the original maps for me, I'll do that myself if nobody has the answer in their head or notebook.In anyway, thanks for all your help so far
PS: I'm going to Mallorca for 1 week, be back monday.
I'm off for a week, so I wont be able to reply for a moment.
I'm going to post one last question, and if I need anything else in the upcoming week, I'll just make a new topic with a fitting name.
The rotating Portal Gun pedestal tutorial is a little bit incorrect. I used it for my room but in my test chamber the Portal Gun rotates for a longer period.
In time, the Portal Gun aim gets off and shoots at the wrong wall, making it impossible to complete the test, unless you want to wait a long time for the gun to regain its aim. (Or restart the test chamber)
I know I can look this up in the original maps, but a quick answer would be usefull, in case anyone already knows.
Please don't waste time looking it up in the original maps for me, I'll do that myself if nobody has the answer in their head or notebook.
In anyway, thanks for all your help so far
PS: I'm going to Mallorca for 1 week, be back monday.