Puzzle Creator Tech Info, Hacks, and Laughs
Quote from Aus_Karlos on May 12, 2012, 10:33 pmI know how to compile a map, i want to know how i could go about re-inserting my edited preview.vmf back into portal so i can publish the map.
I know how to compile a map, i want to know how i could go about re-inserting my edited preview.vmf back into portal so i can publish the map.
Quote from UsCobra11 on May 12, 2012, 11:12 pmAus_Karlos wrote:I know how to compile a map, i want to know how i could go about re-inserting my edited preview.vmf back into portal so i can publish the map.It is not possible to put it back in the new editor. Go to portal 2/bin and run p2map_publish.
It is not possible to put it back in the new editor. Go to portal 2/bin and run p2map_publish.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from Lpfreaky90 on May 12, 2012, 11:22 pmActually you can't move a hammer map back to the easy map maker.
If you export it you need to use portal 2/bin/p2map_publish.exe
Actually you can't move a hammer map back to the easy map maker.
If you export it you need to use portal 2/bin/p2map_publish.exe
Quote from lesderid on May 13, 2012, 5:06 amMr. Happy wrote:..../puzzles/ : contains a single devtest.p2c file. I haven't figured out how to open this yet.It's a test map used by Valve to test the PeTI. It has pretty much all the objects: droppers, paint, a turret, deadly goo, ...
Just place the p2c file in steamapps/common/portal2/puzzles/*SteamID*/ and you should be able to open it from the PeTI editor. It appears in the list as a testing chamber without a name.
It's a test map used by Valve to test the PeTI. It has pretty much all the objects: droppers, paint, a turret, deadly goo, ...
Just place the p2c file in steamapps/common/portal2/puzzles/*SteamID*/ and you should be able to open it from the PeTI editor. It appears in the list as a testing chamber without a name.
Quote from HMW on May 14, 2012, 4:09 pmI just saw this in another thread:
Bluntman wrote:1.Open your map in the puzzle maker.
2.Open the console and type the following:
puzzlemaker_export name (obviously you can enter any other name)
3.The resulting .vmf file will be saved in:
steam/steamapps/common/portal 2/sdk_contentmaps
Then just open the .vmf file in the Authoring Tools and feel free to edit it.
Hope this helped.Very useful to export a vmf without having to do a complete compile!
Anyone else been hunting for new console commands yet?
I just saw this in another thread:
2.Open the console and type the following:
puzzlemaker_export name (obviously you can enter any other name)
3.The resulting .vmf file will be saved in:
steam/steamapps/common/portal 2/sdk_contentmaps
Then just open the .vmf file in the Authoring Tools and feel free to edit it.
Hope this helped.
Very useful to export a vmf without having to do a complete compile!
Anyone else been hunting for new console commands yet?
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Blaizer on May 17, 2012, 1:04 amHMW wrote:I just saw this in another thread:Bluntman wrote:1.Open your map in the puzzle maker.
2.Open the console and type the following:
puzzlemaker_export name (obviously you can enter any other name)
3.The resulting .vmf file will be saved in:
steam/steamapps/common/portal 2/sdk_contentmaps
Then just open the .vmf file in the Authoring Tools and feel free to edit it.
Hope this helped.Very useful to export a vmf without having to do a complete compile!
Anyone else been hunting for new console commands yet?Another way to do it is to publish your Puzzle Maker map (you'll probably want to do it as hidden). After that you'll have a file in your portal 2sdk_contentmaps folder called something like 1336560975.vmf. Open up a copy of it in Hammer and you're good to go. These two different methods of exporting the map don't give the same output... I'm not sure which is better...
2.Open the console and type the following:
puzzlemaker_export name (obviously you can enter any other name)
3.The resulting .vmf file will be saved in:
steam/steamapps/common/portal 2/sdk_contentmaps
Then just open the .vmf file in the Authoring Tools and feel free to edit it.
Hope this helped.
Very useful to export a vmf without having to do a complete compile!
Anyone else been hunting for new console commands yet?
Another way to do it is to publish your Puzzle Maker map (you'll probably want to do it as hidden). After that you'll have a file in your portal 2sdk_contentmaps folder called something like 1336560975.vmf. Open up a copy of it in Hammer and you're good to go. These two different methods of exporting the map don't give the same output... I'm not sure which is better...
Quote from HMW on May 17, 2012, 1:35 pmThe main difference is that the elevator and entrance airlock instances have a variable "$no_player_start" set to 1 (when published) or 0 (when exported with F9 or puzzlemaker_export).
This controls the playtest vs. release behaviour. When it's set to 0, you start at the door instead of in the elevator, and the map will loop back to the beginning when you complete it.The other changes you see is just because it selects different templates for the entry and exit airlocks each time you export the map.
The main difference is that the elevator and entrance airlock instances have a variable "$no_player_start" set to 1 (when published) or 0 (when exported with F9 or puzzlemaker_export).
This controls the playtest vs. release behaviour. When it's set to 0, you start at the door instead of in the elevator, and the map will loop back to the beginning when you complete it.
The other changes you see is just because it selects different templates for the entry and exit airlocks each time you export the map.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from kariko on May 19, 2012, 2:32 pmWith all of this information plus this link:
http://forums.steampowered.com/forums/s ... ?t=2706176
We can add new instances to the Editor! If you follow that tutorial, you can basically make it so that cameras are in the PTI Editor, replacing frankencubes. We have enough slots for four new instances (replacing companion cube, sphere, franken, and relfective). Can you modders/mappers toy with this? Also, a quick note: If you screw up the editoritems.txt, just verify cache and it'll fix itself.
With all of this information plus this link:
http://forums.steampowered.com/forums/s ... ?t=2706176
We can add new instances to the Editor! If you follow that tutorial, you can basically make it so that cameras are in the PTI Editor, replacing frankencubes. We have enough slots for four new instances (replacing companion cube, sphere, franken, and relfective). Can you modders/mappers toy with this? Also, a quick note: If you screw up the editoritems.txt, just verify cache and it'll fix itself.
Now let's solve this thing! ^^
Quote from FelixGriffin on May 19, 2012, 5:23 pmNice tutorial! I'll have to start playing with that...
Nice tutorial! I'll have to start playing with that...