GEARScience wrote:
Right now, I have the .bsp and .vmf in the portal2_sixsense/maps folder.
Again, the .VMF does nothing there, keep ALL your .VMF under the sdk folder.> GEARScience wrote:
But wait, I couldn't build cubemaps when the .bsp was in that folder. Even if I put the .vmf in there with it.
.< Please understand that the .VMFs has NOTHING to do with either building cubemaps or the entire game, NOTHING. The game only understand .BSP files! Get them out of there at once!
Man, please say again where exactly are you putting your .BSP map file to build cubemaps, because I don't think I know it anymore! wasn't it your portal2_sixsense/maps/ folder?
GEARScience wrote:
So basically, this puts a copy of the compiled map in the sdk_content folder after the cubemaps were built in the sixsense folder where they work?
Listen, Hammer will output a .BSP file exactly into the same folder where the .VMF file that you are seeing into Hammer is located (usually under sdk_content/maps/ folder), ok? APART FROM THAT, Hammer can also put a copy of the same .BSP where you say into that box in the Options menu I told you before... Note that I'm not talking about cubermaps now here anywhere, ok?
The idea behind this is to let you run the map in P2 after you compiled it (you can't run it if your only .BSP file is in the sdk folder... it should be under any /maps/ folder so the game can find it), so that is the reason why by default it puts a copy of the .BSP file in portal2/maps/ folder, ok? Now, almost all of us changed that path already because the DLC2 update destroyed the possibility of building cubemaps from there... and we set it to portal2/portal2_dlc2/maps/ folder, ok?
But in your case, use the folder that lets you build cubemaps! (which I think it's your portal2_sixsense/maps/ folder)
GEARScience wrote:
but what do you mean by "don't forget to locate the file into that path when publishing to your workshop?" Where do I need to specify the path when uploading to the workshop?
I mean that when you are publising to the workshop, you must browse your .BSP map file, right? OK, so you would normally want to upload the .BSP file WITH the cubemaps inside, right? Well, that .BSP file should be the one inside your portal2_sixsense/maps/ folder, am I right?
About the rest of your post, sorry man, but I still read a lot of mix-up between concepts there, so PLEASE read what I just posted above carefully.... and then the following:
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You make your maps into hammer and save .VMF files. These are only understood by Hammer, NOT THE GAME.
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If you want the game to understand what you created in Hammer, you must compile (turn a .VMF to a .BSP). So, the compile process outputs a .BSP.
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You must run the game and load your map (.BSP file) to build the cubemaps. Don't dare to change the map name after you built cubemaps because in that case you will break them, and should build them again! And just in cases, let me tell you how to do it properly; after you are seeing your map in Portal2, open the developer console and type:
buildcubemaps (wait up until it's done building them and storing them into your .BSP file)
mat_hdr_level 0 (with this, you turn to LDR... by default, the game runs on HDR!)
buildcubemaps (now your are building cubemaps for LDR)
mat_hdr_level 2 (with this, you make the game to return to HDR)
After this, your reflections should be there.
- THEN use pakrat to embed your custom stuff. PAKRAT READS .BSP FILES ONLY, SO AGAIN, FORGET ABOUT .VMFs! As I told you, you save a lot of time (oh well, depending on the amount of custom stuff you must pack thus the time required) by using the SCAN feature. About this I suggested you to try as the GameDir path into the Scan Window the following one:
*C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2_sixense*
Why? because you have a Gameinfo.txt file in there and it might work out, but I don't know at all
Try it and report back!
In the case pakrat doesn't find your custom stuff, then try the path we all use to put there as GameDir:
*C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2*
- Instances, instances, instances.... Please understand this: instances are nothing but .VMF files. Therefore you can't pack them into a .BSP file... Keeep them always into your sdk_content/maps/instances/ folder, please. A completely different thing is the custom content that a given instance could be using, as is your case with the energy pellet instances, ok? So, you don't need (and you simply can't!) to pack that 'instances' folder from Skotty's stuff, ok?
What you should pack is the following folders: /models, /materials, and /sound.
Now, this is the content of the .BSP map you posted (in Pakrat, go to "View > As a Tree" if you want to see it like this):

1. There are no cubemaps information in there!
2. There aren't any models packed! You need to pack Skotty's revised launcher and catcher models, and the combine ball model:

- The sounds for the energy ball aren't pack either. You must grab them from:

Boy, I hope that I explained better this time! 
GEARScience wrote:
I am realllllly sorry if I'm causing you frustration, by the way, and thanks so much for helping me still. 
Don't be, man. No problem. It seems to be my condition, I like helping ppl and sharing what I know. 