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The Thread For Small Problems And Requests

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TheTobbell wrote:
Narutard 1.5 wrote:
... that I otherwise wouldn't be able to do myself.

That's the problem. Its better to learn the things by yourself. Because ( i think ) everyone here on twp has his own style ( Like designing maps ). I would prefer that you take some time and learn these complex things, lights, moving platforms, desining and how to give your map the final 'voila'. Then you'll get your own style and maybe you will design better as the person you'll ask to design your map. :thumbup:

Just my opinion :)

There are no presets for the different styles though (styles meaning the settings like "overgrown" "clean" "underground" etc) as far as the lighting is concerned.

I could probably build most, if not all the maps, but what I'm asking for is someone who can put a little spit shine on them. Things that are moderately complicated to do (adding custom textures, sounds and music and maybe boss battles) take a lot of time to learn, I would much rather spend that time getting the core of the map working, and then have someone add a little atmosphere. The different ambiances seen in the two games are what I have trouble with.

As this community doesn't allow for all bright maps, it can be pretty troublesome to get a few things in order. Either someone could make lighting presets for the different level types or do the 'decorating' in my place with full credit for that.

I posted in the other thread, but I'll mention it here as well: use the global_ents instance (located in sdk_contentmapsinstances at the bottom). Then use labs (instanceslabs) and light strips (instanceslightslight_panel_32x128, 32x256, or 32x512)to do the rest. You rarely need other lights, but if you do, reading this might help: http://www.tophattwaffle.com/lighting-t ... and-hints/

For sunlight, use this: https://developer.valvesoftware.com/wiki/Overgrown_(Portal_2)#Skybox

And then for cool shadows, an env_projectedtexture.

ImageImage

I've been trying to upload a map for a while, and the portal 2 publishing tool isn't working. Currently, it's stuck on:
Publishing file, please wait.

EDIT: I should tell you that it's taking much longer than normal

EDIT: (Sigh) Okay so now it published, but every time someone goes to download it, they get the error:
"Error occurred while downloading test chamber" or something like that.

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb

I tried using the "Skin" input on a prop_button. It worked when I used it within the !self thingie, but not when the Output came from a different entity.

I wasn't aware that a prop_button could even accept a Skin input. I imagine you're using josepezdj's button skins, in which case I just created a fake button with a prop_dynamic, ambient_generics, and a func_button. That might work.

ImageImage

I don't think that's a good idea, since I have a fast reset enabled, and that would cause problems with animations.

Anyone know how to turn some Prop_dynamics into one, or some Prop_Statics into one, without editing the models with Blender? (Just to save Edicts, 300 Edicts on Prop_dynamics only for the entrance/exit is too much..)

TheTobbell wrote:
Anyone know how to turn some Prop_dynamics into one, or some Prop_Statics into one, without editing the models with Blender? (Just to save Edicts, 300 Edicts on Prop_dynamics only for the entrance/exit is too much..)

IIRC prop_statics don't use edicts (like with func_detail), so you can change some of your dynamic props into those. If the model doesn't allow it you can decompile it (which works very well for non-animated models) and add the $staticprop property.

Falsi sumus crusto!

More veiwcontrol! Anyways, does anybody know how to allow the player to freely look around while in a veiwcontrol, like in the part where you and wheatley ride through the vacuum tubes?

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb

Have you tried decompiling that map? (I think it's sp_a2_bts6.) I know that valve used a model with an animation to make the movement, but tracktrains should work the same way.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
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