The Thread For Small Problems And Requests

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CamBen
973 Posts
Posted Feb 08, 2014
Replied 13 hours later
Alrighty. I guess I misread the thread title when I posted that, because my previous post was incredibly dumb.
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Gemarakup
1,183 Posts
Posted Feb 08, 2014
Replied 9 hours later

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?

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TeamSpen210
608 Posts
Posted Feb 08, 2014
Replied 2 hours later
Yes, it's probably best to put the point_template in the center of the cube so the env_entity_maker will spawn it centered on itself.
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Narutard 1.5
25 Posts
Posted Feb 17, 2014
Replied 8 days later
Okay, I'm roughly new around these parts, and I have a slightly competent grasp on Hammer so far.
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 ^_^'

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User
630 Posts
Posted Feb 17, 2014
Replied 41 minutes later

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

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Gemarakup
1,183 Posts
Posted Feb 17, 2014
Replied 3 minutes later
Well, lifts do require some explanation. I use a func_movelinear.
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P0rtalFTW
49 Posts
Posted Feb 17, 2014
Replied 41 minutes later
I'm working on a map but the conveyor belts aren't working. Instead they just make the parts that move vertical and stay there... D:
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Arachnaphob
412 Posts
Posted Feb 17, 2014
Replied 29 minutes later
Assuming you're using tracktrains, try rotating the conveyor parts 90 degrees opposite the direction they go in game
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P0rtalFTW
49 Posts
Posted Feb 17, 2014
Replied 1 hour later

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.

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srs bsnss
552 Posts
Posted Feb 18, 2014
Replied 11 hours later
Have you used this method?
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Narutard 1.5
25 Posts
Posted Feb 20, 2014
Replied 1 day later

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.

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.

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srs bsnss
552 Posts
Posted Feb 20, 2014
Replied 45 minutes later
I posted in the other thread, but I'll mention it here as well: use the global_ents instance (located in sdk_content\maps\instances at the bottom). Then use labs (instances\labs) and light strips (instances\lights\light_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.

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Arachnaphob
412 Posts
Posted Feb 22, 2014
Replied 1 day later
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.

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Gemarakup
1,183 Posts
Posted Feb 25, 2014
Replied 3 days later
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.
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srs bsnss
552 Posts
Posted Feb 25, 2014
Replied 39 minutes later
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.
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Gemarakup
1,183 Posts
Posted Feb 25, 2014
Replied 2 hours later
I don't think that's a good idea, since I have a fast reset enabled, and that would cause problems with animations.
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User
630 Posts
Posted Feb 25, 2014
Replied 3 hours later
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..)
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FelixGriffin
2,680 Posts
Posted Feb 25, 2014
Replied 59 minutes later

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.

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Arachnaphob
412 Posts
Posted Feb 25, 2014
Replied 3 hours later
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?
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TeamSpen210
608 Posts
Posted Feb 25, 2014
Replied 1 hour later
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.