[Release] Common Prefabs for Portal (CP4P) version 1
Quote from Dewin on January 5, 2008, 2:55 pmVersion 1 released, details in opening post.
Good thing I put the sample level together, found quite a few buglets, including one that crashed HL2. Apparently telling a door to close on it's "OnClose" event is a bad idea, who'da thunk?
Version 1 released, details in opening post.
Good thing I put the sample level together, found quite a few buglets, including one that crashed HL2. Apparently telling a door to close on it's "OnClose" event is a bad idea, who'da thunk?
Quote from Dewin on January 9, 2008, 11:49 pmKnown issues:
- The switch entities are parented to themselves, which doesn't work. (Fixed in not-yet-released v2)
- Fizzlers do not play OnDissolveBox unless the object they disintegrate is actually named "box" or similiar (anyone know the exact semantics? I can't simply rename the template boxes as one is a companion cube and one is a regular box and they need to be differentiated for spawning purposes.) (Not Fixed Yet)
Things that will probably be in next release:
* Basic Fizzler (128hx128w or so)
* Dynamic version of same that can be toggled on/off
Known issues:
- The switch entities are parented to themselves, which doesn't work. (Fixed in not-yet-released v2)
- Fizzlers do not play OnDissolveBox unless the object they disintegrate is actually named "box" or similiar (anyone know the exact semantics? I can't simply rename the template boxes as one is a companion cube and one is a regular box and they need to be differentiated for spawning purposes.) (Not Fixed Yet)
Things that will probably be in next release:
* Basic Fizzler (128hx128w or so)
* Dynamic version of same that can be toggled on/off
Quote from qanar on January 13, 2008, 4:55 amHammer noob here. I got the prefab installed, managed to get a door in my room, but now for the life of me I can't figure out what I need to let it open when the player gets near. So I inserted one of your buttons, but couldn't get it to let me edit it's output (so it would open the door if pushed).
Could you give me pointers on how to do this? Thanks.
Hammer noob here. I got the prefab installed, managed to get a door in my room, but now for the life of me I can't figure out what I need to let it open when the player gets near. So I inserted one of your buttons, but couldn't get it to let me edit it's output (so it would open the door if pushed).
Could you give me pointers on how to do this? Thanks.
Quote from Dewin on January 13, 2008, 5:02 pmDid you read the documentation? Every prefab in CP4P has a fairly comprehensive list of what needs to be done to tie it into the level.
And if you're new to hammer, I suggest reading a few tutorials first -- http://developer.valvesoftware.com/wiki ... vel_Design is a good place to start. Of particular interest would be:
http://developer.valvesoftware.com/wiki/Your_First_Map
http://developer.valvesoftware.com/wiki ... nd_Outputs
http://developer.valvesoftware.com/wiki ... l_Creation*Most* doors are activated by a button, switch, or something. Of course, if you really want a proximity-activated door you can do so with a trigger_multiple's OnStartTouchAll/OnEndTouchAll events.
Did you read the documentation? Every prefab in CP4P has a fairly comprehensive list of what needs to be done to tie it into the level.
And if you're new to hammer, I suggest reading a few tutorials first -- http://developer.valvesoftware.com/wiki ... vel_Design is a good place to start. Of particular interest would be:
http://developer.valvesoftware.com/wiki/Your_First_Map
http://developer.valvesoftware.com/wiki ... nd_Outputs
http://developer.valvesoftware.com/wiki ... l_Creation
*Most* doors are activated by a button, switch, or something. Of course, if you really want a proximity-activated door you can do so with a trigger_multiple's OnStartTouchAll/OnEndTouchAll events.
Quote from Hyakkidouran on January 23, 2008, 8:04 amSure will be a great source to both gain time and do reverse engineering to comprehend hammer more.
Thanks, it is great stuff and unlike lots of prefabs, the documentation really is excellent and help niewbies like me a lot
Sure will be a great source to both gain time and do reverse engineering to comprehend hammer more.
Thanks, it is great stuff and unlike lots of prefabs, the documentation really is excellent and help niewbies like me a lot
NO! THE CAKE! NOOOOOOOO !
Quote from Helix_Snake on February 14, 2008, 12:45 amThe wide doors' func_door brush entities have "helpers" which are way, way, WAY far away from said entities, which is a great way to cause leaks that are untraceable unless you really know what you're doing.
The wide doors' func_door brush entities have "helpers" which are way, way, WAY far away from said entities, which is a great way to cause leaks that are untraceable unless you really know what you're doing.
Quote from JLipimpski on February 21, 2008, 11:21 pmI definitely needed this prefab set! it has been exceedingly helpful to me get started mapping portal and understanding how hammer works more (haven't mapped in a while, forgot everything...)
Your regular round door has the prop_dynamic entity dealing with some input/output things that are irrelevant, i suggest you remove them as they didn't appear to do anything for me.
I would also like to see one of those rectangular doors that is usually attached to a timer button thing...
I just started orange mapping out my first portal map, and your prefabs have sped up things infinitely, I'll credit you when its finished and hopefully i can release.
I definitely needed this prefab set! it has been exceedingly helpful to me get started mapping portal and understanding how hammer works more (haven't mapped in a while, forgot everything...)
Your regular round door has the prop_dynamic entity dealing with some input/output things that are irrelevant, i suggest you remove them as they didn't appear to do anything for me.
I would also like to see one of those rectangular doors that is usually attached to a timer button thing...
I just started orange mapping out my first portal map, and your prefabs have sped up things infinitely, I'll credit you when its finished and hopefully i can release.
Quote from Donat on February 25, 2008, 9:29 amToxic goo is easy, its a texture water on top face, water LOD control and a particle system. I'm not at my mapping computer right now, so i can't tell you the name of the particle system but its info_Particle_system.
Unstationary Scaffolds: Are fun. Its a func_Physbox followed by 1-2 phys_ballsocket to control it. Use keyframe_ropes to make it look like the ropes are holding it up and add railing ext...
Mmmm Prefabs... I'll take a look at em later, but this is what i wanted to do so long ago. Thanks muchly
Toxic goo is easy, its a texture water on top face, water LOD control and a particle system. I'm not at my mapping computer right now, so i can't tell you the name of the particle system but its info_Particle_system.
Unstationary Scaffolds: Are fun. Its a func_Physbox followed by 1-2 phys_ballsocket to control it. Use keyframe_ropes to make it look like the ropes are holding it up and add railing ext...
Mmmm Prefabs... I'll take a look at em later, but this is what i wanted to do so long ago. Thanks muchly
Quote from Mr. Happy on February 27, 2008, 2:24 amWell I was building my own prefabs but I might as well use yours for the ones I don't have yet
Do you want us to give you credit somewhere for released maps?
Well I was building my own prefabs but I might as well use yours for the ones I don't have yet
Do you want us to give you credit somewhere for released maps?
Quote from Glovis on March 1, 2008, 1:59 amGREAT PREFAB PACK!The programmer in me is happy about the documentation. It's making it much easier to what I originally set out to do: make a portal map without re-inventing dozens of wheels.
BUT here's a bug:
The ball catchers will also accept a box (and I did include the dependencies prefab). Any ideas?Edit: ah hah . No bug. Figured it out. Put CP4P_filterballs in the ball catcher's "filter" field. Maybe that should be more explicit in the documentation for next version for noobs like me
GREAT PREFAB PACK!The programmer in me is happy about the documentation. It's making it much easier to what I originally set out to do: make a portal map without re-inventing dozens of wheels.
BUT here's a bug:
The ball catchers will also accept a box (and I did include the dependencies prefab). Any ideas?
Edit: ah hah . No bug. Figured it out. Put CP4P_filterballs in the ball catcher's "filter" field. Maybe that should be more explicit in the documentation for next version for noobs like me