The Thread For Small Problems And Requests
Quote from TeamSpen210 on September 25, 2014, 11:54 pmHere you go:
departure_elevator_a4_base.vmf
Here you go:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Gemarakup on September 27, 2014, 12:41 pmjosepezdj wrote:@yishbarr: won't a local files cache verification return the instance back to you?I don't know. According to some people, that that only works with configuration files for the program without the actual readables, but maybe you're right.
TeamSpen210 wrote:Here you go:departure_elevator_a4_base.vmfThanks.
I don't know. According to some people, that that only works with configuration files for the program without the actual readables, but maybe you're right.
Thanks.
Quote from CJLERCH on September 30, 2014, 11:42 pmLunch wrote:Well, I published to see if it work. It does, butA) Cave doesn't speak at the beginning (I didn't use an elevator to start the map -- you just drop in from a vacuum tube. Could that be why?)
B) It doesn't really end? The trigger for @relay_pti_level_end doesn't do anything.
Check the instance: you might've accidentally changed the instance file. If you didn't, are you SURE that you put it in the right location? Should be in Portal 2sdk_contentmaps. If it's not in there, get it in there. It will not detect the instance if it's not in the proper folder.
A) Cave doesn't speak at the beginning (I didn't use an elevator to start the map -- you just drop in from a vacuum tube. Could that be why?)
B) It doesn't really end? The trigger for @relay_pti_level_end doesn't do anything.
Check the instance: you might've accidentally changed the instance file. If you didn't, are you SURE that you put it in the right location? Should be in Portal 2sdk_contentmaps. If it's not in there, get it in there. It will not detect the instance if it's not in the proper folder.
Guy: Hey dure i will date u
Girl: sure
Quote from quaternary on December 25, 2014, 11:52 pmNoob question time again!
What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
Noob question time again!
What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
Quote from CJLERCH on December 26, 2014, 12:21 amquaternary wrote:Noob question time again!What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
If you look under sdkcontentmapsinstances, in one of the folders there's a stock base for them. I don't remember exactly which folder, but it's there somewhere. It has black/white and clean/dirty versions.
What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
If you look under sdkcontentmapsinstances, in one of the folders there's a stock base for them. I don't remember exactly which folder, but it's there somewhere. It has black/white and clean/dirty versions.
Guy: Hey dure i will date u
Girl: sure
Quote from josepezdj on December 26, 2014, 2:23 amquaternary wrote:Noob question time again!What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
You must empty the central part a bit. Try taking a look to Valve's instances as CJLerch suggested. The 'classical' ones are at:
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesbuttonsbutton_pieces
PTI ones are into (these include the floor_button as well):
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editorfloor_button_black_intact.vmfC:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editorfloor_button_white_intact.vmf
You'll see that they split a 8 units brush horizontally and then clip the upper part, texturing the parts under the button usually in the toolsblack texture.
What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.
You must empty the central part a bit. Try taking a look to Valve's instances as CJLerch suggested. The 'classical' ones are at:
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesbuttonsbutton_pieces
PTI ones are into (these include the floor_button as well):
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editorfloor_button_black_intact.vmf
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editorfloor_button_white_intact.vmf
You'll see that they split a 8 units brush horizontally and then clip the upper part, texturing the parts under the button usually in the toolsblack texture.
Quote from TeamSpen210 on December 27, 2014, 2:59 amI'd recommend you make your own versions of those instances if you're good with clipping (same with doors and funnel frames) - you really only need a vertex-manipulated octagon cutout, not the 300 faces Valve uses. For the cube/ball button, door and funnel you'll want to nodraw everything inside the hole - the models will hide the void completely.
I'd recommend you make your own versions of those instances if you're good with clipping (same with doors and funnel frames) - you really only need a vertex-manipulated octagon cutout, not the 300 faces Valve uses. For the cube/ball button, door and funnel you'll want to nodraw everything inside the hole - the models will hide the void completely.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from presto668 on February 10, 2015, 11:24 pmIn the Hammer texture browser there's a texture called glass/glasswindow_refract01 that, based on the vtf and vmt files, seems like it's supposed to produce an effect like the oval-shaped light strips. I would really like to use this texture. Problem is, the actual white oval part doesn't show up, either in Hammer or in-game. The gray/black glass ripple effect is there, but not the white part.
I read on the developer wiki that refract shaders don't work on world brushes, so I tried it on a func_brush and it still doesn't work.
Is there a way to make this texture work correctly? Am I even interpreting how it's supposed to look correctly?
In the Hammer texture browser there's a texture called glass/glasswindow_refract01 that, based on the vtf and vmt files, seems like it's supposed to produce an effect like the oval-shaped light strips. I would really like to use this texture. Problem is, the actual white oval part doesn't show up, either in Hammer or in-game. The gray/black glass ripple effect is there, but not the white part.
I read on the developer wiki that refract shaders don't work on world brushes, so I tried it on a func_brush and it still doesn't work.
Is there a way to make this texture work correctly? Am I even interpreting how it's supposed to look correctly?