A few questions.

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Co-op
9 Posts
Posted Oct 06, 2013
I'm trying to create a map, but I have some troubles:

1. How can I fix THIS textures?

2. About a box_dropper_cover (It's model from Portal). When I use an animation "open", the game will report, that it don't have a sound "door.move14". But I have this sounds from CSS, Portal, Half-Life 2 (ep.1 and ep. 2). How can I fix it or find this file?

3. About selfmade skins. I want to add skin for prop_scaled_cube (I've already had the textere). But how can I add it and don't replace a default skin?

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Gemarakup
1,183 Posts
Posted Oct 06, 2013
Replied 1 hour later
You'll need to use GCFScape to extract the original button texture from portal 1, for the door frame and button, but for the door, use skin 2. For the Hl2 sound, you need to extract it from the HL2 archives. For the cube, look at this: mapping-help/reskinning-how-to-t4041.html
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Co-op
9 Posts
Posted Oct 06, 2013
Replied 28 minutes later

yishbarr wrote:
You'll need to use GCFScape to extract the original button texture from portal 1, for the door frame and button, but for the door, use skin 2.

I did so. The result in the first post (except the doors)

yishbarr wrote:
For the Hl2 sound, you need to extract it from the HL2 archives.

I extracted the sounds from HL2, Portal, CSS and still no result.
Please, read carefully.

yishbarr wrote:
For the cube, look at this: mapping-help/reskinning-how-to-t4041.html

I'll try, thanks.

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Gemarakup
1,183 Posts
Posted Oct 06, 2013
Replied 4 minutes later
  1. You're just going to have to use a different skin. Maybe the one from Portal 2 collaboration. For the sounds, try writing in the console "snd_rebuildaudiocache".
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FelixGriffin
2,680 Posts
Posted Oct 06, 2013
Replied 11 minutes later

yishbarr wrote:
1. You're just going to have to use a different skin. Maybe the one from Portal 2 collaboration. For the sounds, try writing in the console "snd_rebuildaudiocache".

From the error it seems to be missing the soundscript, not the sound file. Copy over the generic soundscript and add it to the manifest.

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Ultiman9711
118 Posts
Posted Oct 06, 2013
Replied 1 minute later
I use a little workaround for the sounds by just setting 'Suppress Anim Sounds" keyvalue to yes in the dropper cover. Then, create an ambient_generic, set the SourceEntityName to the dropper cover and the sound to the box dropper close sound. Next, go to the dropper cover properties and set an output "OnAnimationDone" [ambient_generic] PlaySound. Then, just repeat the step for the opening sound, with "OnAnimationBegun" instead of done. After that, you will still need to rebuild the audiocache.
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Co-op
9 Posts
Posted Oct 06, 2013
Replied 16 minutes later

yishbarr wrote:
1. You're just going to have to use a different skin. Maybe the one from Portal 2 collaboration.

I do not think that the problem with skin, but I'll try.

Ultiman9711 wrote:
I use a little workaround for the sounds by just setting 'Suppress Anim Sounds" keyvalue to yes in the dropper cover. Then, create an ambient_generic, set the SourceEntityName to the dropper cover and the sound to the box dropper close sound. Next, go to the dropper cover properties and set an output "OnAnimationDone" [ambient_generic] PlaySound. Then, just repeat the step for the opening sound, with "OnAnimationBegun" instead of done. After that, you will still need to rebuild the audiocache.

It works, thanks.

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Gemarakup
1,183 Posts
Posted Oct 06, 2013
Replied 17 minutes later
The problem is about the skin. I've also used the model before, so I know.
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Co-op
9 Posts
Posted Oct 06, 2013
Replied 29 minutes later

yishbarr wrote:
The problem is about the skin. I've also used the model before, so I know.

I used a texture Portal 2 collaborations.
...

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TeamSpen210
608 Posts
Posted Oct 06, 2013
Replied 58 minutes later
With the button, I've found it doesn't look too bad putting the normal button item in then covering it with the base model. The red button sticks out and is visible, but the rest is hidden.