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Observation Rooms

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Ricotez wrote:
Watch out, Ald?z, I thought it was illegal to post a download link to VMex on this forum...

Hmm, the rules only says that it's wrong to post links to illegal files. VMEX is not illegal itself. There's even a link to the program in The Valve Developer Community. As youme stated, I only intended to provide the link for learning purpose. I'm not encouraging anyone copy/paste anything from maps made by Valve or anyone else. If the moderators find it suitable to remove the link, please do.

About that rotating portal gun. Did the tutorial tell you to use a func_rotating to rotate the gun? It's not a good idea, since it relies on a timer to start and stop, and timers aren't exact. Use a func_door_rotating instead. I'm too lazy to explain how to set everthing up. You could download my prefabs instead and see for yourself. And please don't pick on me for tipping about my prefabs (I'm not saying any names... :wink: ). It's very convenient to do so, and they are perfectly legal! They contain observation rooms too... OK, enough advertising lol :P

Vmex FTW, it isn't a bad program, but it can teach you alot once you really see a Valve map, even I vmex now and then. But copying and pasting is bad, yes.

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
But copying and pasting is bad, yes.

Copying and pasting may be taking Valve's work and calling it your own, but both Portal and Hammer are Valve's work and we're using Hammer to make maps that look like Valve's testchambers, the idea of the appearance of the testchambers and all the textures used also being Valve's work.

Of course it's bad to steal someone else's work but if you build it from scratch to make it look like the real testchambers and it ends up exactly like it, why not just copy and paste, it's just easier and you get the same result. When we build maps for Portal we are automatically accrediting Valve for the tools to make it, the textures, and the layout anyway.

Fusion wrote:
Copying and pasting may be taking Valve's work and calling it your own, but both Portal and Hammer are Valve's work and we're using Hammer to make maps that look like Valve's testchambers, the idea of the appearance of the testchambers and all the textures used also being Valve's work.

Of course it's bad to steal someone else's work but if you build it from scratch to make it look like the real testchambers and it ends up exactly like it, why not just copy and paste, it's just easier and you get the same result. When we build maps for Portal we are automatically accrediting Valve for the tools to make it, the textures, and the layout anyway.

I don't see a problem in copying certain entity setups from decompiled maps. It's when you start copy whole rooms etc you can call it stealing. If you want to make a test chamber with that genuine feel to it, you can't do it in many ways. The style of Portal don't allow much room for free thinking.

Ald?z wrote:
I don't see a problem in copying certain entity setups from decompiled maps.

I do.

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"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster
Bulska wrote:
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. :D

Its called glass refract and its purple and black just search for it

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sbrown wrote:
Its called glass refract and its purple and black just search for it

That answer has already been given :roll: Read all the posts.

Ald?z wrote:
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.
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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

I got the glass and lighting bugs fixed and such.

But how excactly does one make a perfect rotating pedestal? :D

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
Ald?z wrote:
[...]

About that rotating portal gun. Did the tutorial tell you to use a func_rotating to rotate the gun? It's not a good idea, since it relies on a timer to start and stop, and timers aren't exact. Use a func_door_rotating instead. I'm too lazy to explain how to set everthing up. You could download my prefabs instead and see for yourself. And please don't pick on me for tipping about my prefabs (I'm not saying any names... :wink: ). It's very convenient to do so, and they are perfectly legal! They contain observation rooms too... OK, enough advertising lol :P

Have you read this? If you need a complete explanation, you can find a working portal gun pedestal there or else I would need to write a lengthy tutorial. Unless someone else do/have done it of course. :wink:

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