The Thread For Small Problems And Requests
TeamSpen210 wrote:
Env_entity makers spawn a template relative to themselves, with the location of the point_template basically the origin. (If you put the two in the same place, it will spawn at the original location, if the env_entity_maker is 64 units left of the point_template the object will spawn 64 units left of its original location.) There are also properties and inputs which change what happens after it spawns, so you might want to check that.The thread's for lots of small problems, so we don't have lots of small threads cluttering everything.
Does that mean I have to put the point_template together with the cube template that I'm using?
What I would really like though, is someone who could "Pretty Up" my maps, IE: add proper lighting and atmosphere to my maps, and some things(i think gel droppers and moving platforms) that I otherwise wouldn't be able to do myself. Pretty much everything else I can do on my own, but lighting and all that stuff is well....more complex than it needs to be in my opinion.
Would anyone be willing to do this? Credit will be given ^_^'
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.
Just my opinion 
Arachnaphob wrote:
Assuming you're using tracktrains, try rotating the conveyor parts 90 degrees opposite the direction they go in game
Yes, thank you, but my parts aren't moving.
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.
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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.
For sunlight, use this: https://developer.valvesoftware.com/wiki/Overgrown_(Portal_2)#Skybox
And then for cool shadows, an env_projectedtexture.
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.
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.