The Thread For Small Problems And Requests

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2jons1
26 Posts
Posted Sep 13, 2014
Replied 3 minutes later

TheTobbell wrote:
1

your avatar gif made me lol

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Lunch
85 Posts
Posted Sep 14, 2014
Replied 16 hours later
My map is pretty much finished, but I need to do all my indicator lights, and I'm doing them for the first time ever. Does anyone know why I can't seem to place the overlay on tile/white_walltile004g? It's a "dirty" white panel. The marker for the overlay is visible and the dimensions of the overlay are indicated, but I can't actually see the dots on this texture in the editor or when I compile.

Edit: I saw a post that said to use the floor overlay instead of the wall one, because it seemed to work more consistently, and what do you know? It worked.

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Lunch
85 Posts
Posted Sep 14, 2014
Replied 2 hours later
Where are the symbol overlays that get used instead of antlines? The crescent moon, the circle, the square, etc. I haven't been able to find them yet.
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TeamSpen210
608 Posts
Posted Sep 14, 2014
Replied 33 minutes later
"Signage/" is the folder where all those are. (Filter "signage/shape" to get a few of them, but you'll have to look through the list to find some of the others.
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RustyDios
154 Posts
Posted Sep 14, 2014
Replied 2 hours later

Lunch wrote:
My map is pretty much finished, but I need to do all my indicator lights, and I'm doing them for the first time ever. Does anyone know why I can't seem to place the overlay on tile/white_walltile004g? It's a "dirty" white panel. The marker for the overlay is visible and the dimensions of the overlay are indicated, but I can't actually see the dots on this texture in the editor or when I compile.

Edit: I saw a post that said to use the floor overlay instead of the wall one, because it seemed to work more consistently, and what do you know? It worked.

The problem here might have been caused by the "brush faces" selection box. If you applied the texture to a different brush and then resized it to include the white panel you also need to add the new brush face to that selection by using the dropper tool with CTRL held down.. you need a new number for each face the overlay touches or it will not show up on that face. This might have been the issue.

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Lunch
85 Posts
Posted Sep 14, 2014
Replied 6 hours later
Thanks for all the help, everybody.

Next "small" problem. There's a point in my map where the only place to portal on a wall for some fling tactics has a laser going across it, and the trick is you need to use a reflector cube to divert the laser to clear the path so you can jump through that area.

the PROBLEM, as I've just discovered, is that even though the laser is set for lethal damage and if you go and let it hit you under normal circumstances you'll die, when you shoot through a portal at fairly high velocity, the laser doesn't kill you, rendering that part of the puzzle useless. Does anyone know a way that velocity through the laser won't affect its lethality?

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TeamSpen210
608 Posts
Posted Sep 14, 2014
Replied 26 minutes later
Discouragement beams do not damage the player if they are in midair, so you can't accidentally fling yourself into one. The lethal damage keyvalue wasn't ever actually used ingame and is pretty buggy. You could fake it though by adding a trigger_hurt where the laser is (4x4 or so). Then add a trigger_multiple (16x16) around it filtered to reflective cubes (filter_activator_model) that disables the trigger when you touch a cube. (Only put it on the side where the laser is coming from. The point_laser_target entity might be useful, since it's basically an invisible laser relay that you could use to check where the laser is hitting.
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Lunch
85 Posts
Posted Sep 14, 2014
Replied 12 minutes later

TeamSpen210 wrote:
Discouragement beams do not damage the player if they are in midair, so you can't accidentally fling yourself into one. The lethal damage keyvalue wasn't ever actually used ingame and is pretty buggy. **You could fake it though by adding a trigger_hurt where the laser is (4x4 or so). Then add a trigger_multiple (16x16) around it filtered to reflective cubes (filter_activator_model) that disables the trigger when you touch a cube.** (Only put it on the side where the laser is coming from. The point_laser_target entity might be useful, since it's basically an invisible laser relay that you could use to check where the laser is hitting.

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Lunch
85 Posts
Posted Sep 16, 2014
Replied 1 day later
I think I'm screwing this up.

Okay. Do I need cubemaps if everything looks okay? Reflections might be screwed up on someone else's computer, right? So cubemaps are a good idea?

According to the cubemaps page of the VDC, " Bug: Building cubemaps in Portal 2 will crash the game if the map you are running is in the default common/portal 2/portal2/maps folder. This crash happens when the map is being reloaded, after the cubemaps have been saved to the file. To prevent the crash, move your map file to common/portal 2/portal2_dlc2/maps, then load and compile the cubemaps."

Okay. I still haven't built the cubemaps, because I don't yet know how, BUT now that my map is saved to that folder, my global_pti_ents instance thing has gone back to just being a little red cube, and no matter what I do, I can't get the full instance to spawn.

Help?

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TeamSpen210
608 Posts
Posted Sep 16, 2014
Replied 7 minutes later
Don't move your vmf out of sdk_content! Just leave it there, but open hammer properties, go to the 'build options' tab and set 'move maps to this directory' to the dlc2 directory. Then everything will work fine.
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 6 minutes later

TeamSpen210 wrote:
Don't move your vmf out of sdk_content! Just leave it there, but open hammer properties, go to the 'build options' tab and set 'move maps to this directory' to the dlc2 directory. Then everything will work fine.

When I click on properties in Hammer, I get "no properties available".

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TeamSpen210
608 Posts
Posted Sep 16, 2014
Replied 6 minutes later
I mean the properties for hammer, not for entities - it'd be called options I think.
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 25 minutes later
I'm confused. Sorry. I made the change as you directed, but when I open the map from the dlc2 folder now, that global_pti instance is still just a little red cube.
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 5 minutes later
Is this even necessary? Do I need cubemaps?
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 45 minutes later
Well, I published to see if it work. It does, but

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.

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TeamSpen210
608 Posts
Posted Sep 16, 2014
Replied 1 hour later
Don't put the VMF in dlc2 - it's always in sdk_content. The BSP should be copied to dlc2, and run from there. It'd probably be since the instance isn't working right. The line plays OnMapSpawn from a logic_auto. Try typing "ent_fire @relay" into the dev console to see if it autocompletes the full name (to see if the relay is in the map).
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 11 minutes later

TeamSpen210 wrote:
Don't put the VMF in dlc2 - it's always in sdk_content. The BSP should be copied to dlc2, and run from there. It'd probably be since the instance isn't working right. The line plays OnMapSpawn from a logic_auto. Try typing "ent_fire @relay" into the dev console to see if it autocompletes the full name (to see if the relay is in the map).

Instead of BSPs, the format for all my maps is .7zip. Is that a problem?

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CamBen
973 Posts
Posted Sep 16, 2014
Replied 46 minutes later
That's definitely a problem
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Lunch
85 Posts
Posted Sep 16, 2014
Replied 8 minutes later
I only installed 7zip recently. Not sure why it changed associations.

But it can't be TOO big a problem, because I already have a version of this uploaded to the Workshop and set as hidden, and other than Cave not speaking and the rating window not coming up, the map works.

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User
630 Posts
Posted Sep 18, 2014
Replied 1 day later

2jons1 wrote:
your avatar gif made me lol

Mhh.. thanks ( )