[Portal 2] Questioning: Map is huge.
Quote from Rderasta on May 3, 2011, 4:55 amHi everyone, I started mapping with Alien Swarm SDK thanks to all the info found in this web
So here's the deal, I started out of nothing, no knowledge of any of "mapping" matters. Tho, I've made it quite far now, my 'test map' became a HUGE, seriously, HUGE map.. AND I'm not done yet! o.O
And ofc, I'm finding myself with lots of questions about this. So..Questions:
1. Is there a map size limit?
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)Gettin deeper:
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.Thats it.. for now
Thank you all very much. Couldn't have started without you
Hi everyone, I started mapping with Alien Swarm SDK thanks to all the info found in this web
So here's the deal, I started out of nothing, no knowledge of any of "mapping" matters. Tho, I've made it quite far now, my 'test map' became a HUGE, seriously, HUGE map.. AND I'm not done yet! o.O
And ofc, I'm finding myself with lots of questions about this. So..
Questions:
1. Is there a map size limit?
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)
Gettin deeper:
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.
Thats it.. for now
Thank you all very much. Couldn't have started without you
Quote from Mek on May 3, 2011, 5:19 amRderasta wrote:5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.
Please an explanation about this would be much appreciated as well.
Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from Rderasta on May 3, 2011, 5:42 amMek wrote:Rderasta wrote:5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.
I'm missing this "trigger_multiple". I'm assuming its missing from the FDG file?
Thank you for your reply
Please an explanation about this would be much appreciated as well.
Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.
I'm missing this "trigger_multiple". I'm assuming its missing from the FDG file?
Thank you for your reply
Quote from eviloatmeal on May 3, 2011, 7:04 amtrigger_multiple is a generic entity, it should be there even without any FGDs.
trigger_multiple is a generic entity, it should be there even without any FGDs.
Quote from Sidneys1 on May 3, 2011, 10:34 amYou have to create a solid with the Trigger texture and tie it (Ctrl+T) to a trigger_multiple.
Have a nice day,
~Sidneys1
You have to create a solid with the Trigger texture and tie it (Ctrl+T) to a trigger_multiple.
Have a nice day,
~Sidneys1
Quote from Remmiz on May 3, 2011, 12:23 pmRderasta wrote:1. Is there a map size limit?
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.1. Yes. The maximum map size in Source games is 32768 x 32768 x 32768.
2. You can kind of get around using multiple maps if you use world portals to use up all the free space in the map. However, source does have maximum limits on brushes/props/etc. and using too many will make the map really big and slow.
3. Possibly, depends on how well you optimize it.
4. http://developer.valvesoftware.com/wiki ... hangelevel
5. Just use trigger brushes to do this.
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.
1. Yes. The maximum map size in Source games is 32768 x 32768 x 32768.
2. You can kind of get around using multiple maps if you use world portals to use up all the free space in the map. However, source does have maximum limits on brushes/props/etc. and using too many will make the map really big and slow.
3. Possibly, depends on how well you optimize it.
4. http://developer.valvesoftware.com/wiki ... hangelevel
5. Just use trigger brushes to do this.
Quote from suicidal_banana on May 3, 2011, 1:42 pmI would strongly vote against a map consisting of separated areas, connected with world-portals.
Not that the awnsers above me are wrong, but i felt like adding some more/different awnsers
[1] Yes, look at the grids in the 2d hammer views, this is max.
[2] Yes, in my opinion best method would be teleporting, but even better would be to not do this. (just make separate maps)
[3] As sayd above, depends on optimizing, theres many nice guides on this subject, like this one (please note that you should always optimize, small maps just as much)
[4] The above linked info is great resource, use it
[5][a] For this you need triggers, make a brush, apply the "trigger" texture and tie the brush to a entity (select & ctrl+t)
[5][b] Chose trigger_once or trigger_multiple, go to the 'Outputs' tab, and add a output that opens the door on trigger.
I would strongly vote against a map consisting of separated areas, connected with world-portals.
Not that the awnsers above me are wrong, but i felt like adding some more/different awnsers
[1] Yes, look at the grids in the 2d hammer views, this is max.
[2] Yes, in my opinion best method would be teleporting, but even better would be to not do this. (just make separate maps)
[3] As sayd above, depends on optimizing, theres many nice guides on this subject, like this one (please note that you should always optimize, small maps just as much)
[4] The above linked info is great resource, use it
[5][a] For this you need triggers, make a brush, apply the "trigger" texture and tie the brush to a entity (select & ctrl+t)
[5][b] Chose trigger_once or trigger_multiple, go to the 'Outputs' tab, and add a output that opens the door on trigger.
Quote from Rderasta on May 3, 2011, 7:17 pmGreat, thank you all, really.
On a side note: I'm gonna be sharing this map with all of you, hopefully, next week, stay tunned
.. uhmm dont mind the "hopefully, next week" part ..
Great, thank you all, really.
On a side note: I'm gonna be sharing this map with all of you, hopefully, next week, stay tunned
.. uhmm dont mind the "hopefully, next week" part ..