The Thread For Small Problems And Requests

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Gemarakup
1,183 Posts
Posted Sep 24, 2014
Replied 5 days later
Can someone upload departure_elevator_a4_base? I overrode mine.
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TeamSpen210
608 Posts
Posted Sep 25, 2014
Replied 1 day later
Here you go: departure_elevator_a4_base.vmf
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josepezdj
2,386 Posts
Posted Sep 26, 2014
Replied 3 hours later
@yishbarr: won't a local files cache verification return the instance back to you?
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Gemarakup
1,183 Posts
Posted Sep 27, 2014
Replied 1 day later

josepezdj wrote:
@yishbarr: won't a local files cache verification return the instance back to you?

I don't know. According to some people, that that only works with configuration files for the program without the actual readables, but maybe you're right.

TeamSpen210 wrote:
Here you go: departure_elevator_a4_base.vmf

Thanks.

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CJLERCH
50 Posts
Posted Sep 30, 2014
Replied 3 days later

Lunch wrote:
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.

Check the instance: you might've accidentally changed the instance file. If you didn't, are you SURE that you put it in the right location? Should be in Portal 2\sdk_content\maps. If it's not in there, get it in there. It will not detect the instance if it's not in the proper folder.

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quaternary
171 Posts
Posted Dec 25, 2014
Replied 2 months later
Noob question time again!

What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.

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CJLERCH
50 Posts
Posted Dec 26, 2014
Replied 28 minutes later

quaternary wrote:
Noob question time again!

What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.

If you look under sdkcontent\maps\instances, in one of the folders there's a stock base for them. I don't remember exactly which folder, but it's there somewhere. It has black/white and clean/dirty versions.

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josepezdj
2,386 Posts
Posted Dec 26, 2014
Replied 2 hours later

quaternary wrote:
Noob question time again!

What's the best/prettiest way to make a base for a weighted button? My button looks... less than impressive.

You must empty the central part a bit. Try taking a look to Valve's instances as CJLerch suggested. The 'classical' ones are at:

C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\instances\buttons\button_pieces

PTI ones are into (these include the floor_button as well):
*
C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\instances\p2editor\floor_button_black_intact.vmf

C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\instances\p2editor\floor_button_white_intact.vmf*

You'll see that they split a 8 units brush horizontally and then clip the upper part, texturing the parts under the button usually in the toolsblack texture.

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TeamSpen210
608 Posts
Posted Dec 27, 2014
Replied 1 day later
I'd recommend you make your own versions of those instances if you're good with clipping (same with doors and funnel frames) - you really only need a vertex-manipulated octagon cutout, not the 300 faces Valve uses. For the cube/ball button, door and funnel you'll want to nodraw everything inside the hole - the models will hide the void completely.
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presto668
20 Posts
Posted Feb 10, 2015
Replied 1 month later
In the Hammer texture browser there's a texture called glass/glasswindow_refract01 that, based on the vtf and vmt files, seems like it's supposed to produce an effect like the oval-shaped light strips. I would really like to use this texture. Problem is, the actual white oval part doesn't show up, either in Hammer or in-game. The gray/black glass ripple effect is there, but not the white part.

I read on the developer wiki that refract shaders don't work on world brushes, so I tried it on a func_brush and it still doesn't work.

Is there a way to make this texture work correctly? Am I even interpreting how it's supposed to look correctly?

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josepezdj
2,386 Posts
Posted Feb 11, 2015
Replied 1 hour later
@presto668: Well, there are several reasons why that texture isn't working for you. You should grab that material from the pak01_dir.VPK and edit the .VMT to change a couple of things:

  1. You need to erase the parameter $model 1. This makes the material ready to be used in models only.

  2. In order to turn the material into a glass when applied to world brushes, you should add the parameter $translucent 1, otherwise it'll have a solid look being impossible to see through.

  3. Even though for models the parameter $basetexture works fine, you can't use it in world brushes. Here you need to replace it by the $refracttinttexture one. However, you can't use the lightcover texture (materials\glass\refract_light_color.vtf) here since it lacks from .VMT file and you'll see a purple checkerboard in game instead. There's a trick if you really want to use this one, to add the ".VTF" file extension inside the .VMT like so:

$refracttinttexture "glass/refract_light_color.vtf"

I don't really know why and how you want to use this, but take into account that the alpha channel for the texture to be used here is the key. For instance, that texture "glass/refract_light_color.vtf" has the oval white shape with transparency (in order to let the light to pass through) while the rest (the gray one) is totally opaque (to avoid the light from passing through). You might consider making a custom texture for this according to what you need.

  1. There are a couple of parameters intended to be used in models only, which effect in world brushes is weird, so you better erase them:

  2. $localrefract 1

  3. $localrefractdepth "0.05"

That's all you need to change

Take a look to the attached material. I just modified the "materials\glass\glasswindow_refract01.vmt" for you according to the above explanation. I added a custom texture that I used in my map Oxygen Station for the window glass in my observation rooms. I made it with ripples that fit the normal map (which is the one that is actually causing that "curly" refracting effect in game). Also, note that for the several lightcover types (warm, neutral and cool) the only param that changes is the $refracttint one, you might want to play with those values to get your desired color.

Good luck!

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Crawfish
56 Posts
Posted Feb 11, 2015
Replied 1 hour later
@josepezdj
Although this is mostly unrelated to the problem, I wanted to thank you for all that material info!
I've been wanting to use a simple refracting glass texture for a while, so using parts of what you said, I simply copied the .vmt for observation glass, renamed it, gave it a $refracttinttexture target of my own creation, and voila! Observation glass on more than just observation windows!
Thanks! If I ever feel I need tinted versions I can probably just repeat the process with different tint textures.
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presto668
20 Posts
Posted Feb 13, 2015
Replied 2 days later
Thanks, jose. I had to change the $refractinttexture in your example, otherwise I just got a big blue and white rectangle. Also it seems like $translucent isn't needed in this case.

The reason I wanted it is because I'm trying to make something that looks like a narrower version of the standard light strip. Having gotten the texture working though I think I'm going to have to try another route. The texture looks too... flat? Like it doesn't have the depth of the normal light strip (which I know is a model), and the white oval doesn't look distorted enough.

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quaternary
171 Posts
Posted Feb 17, 2015
Replied 4 days later
Me again, with a modding question.

I've successfully popped a sorta-working FoV slider into the Video Settings menu, which was fun. Basically I took video.res, tweaked it to include a field-of-view slider, and packed it into dlc3. That was easy and it even works too! (sorta hehe)

Now I'm trying to add more buttons (and another menu! wow) to the in-game pause menu (for demos), but I'm running into trouble.

a) Which res file do I need to edit to do this?
b) Will it also work in Puzzlemaker maps or do I need to edit another file?
c) Is this even possible at all, lol, am I crazy.

I tried adding new entries to ingamemainmenu.res, but it's not working (just uses the same menu)

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Kilerbomb
6 Posts
Posted Feb 24, 2015
Replied 7 days later
I seem to be having an issue with creating a .raw file for color correction. I've looked up tutorials on how to do it on Youtube, and followed them correctly. The problem is that when I save the .vcc file, a .raw file is not created, nor do I have the option to save it as a .raw file in the save window. I've searched my Steam directory extensively for the .raw file, but I only found the default ones, not the ones I need to create.
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Gemarakup
1,183 Posts
Posted Aug 01, 2017
Replied 2 years later
Does anyone know what's wrong with the Portal 1 door and button VMTs?
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Gemarakup
1,183 Posts
Posted Aug 10, 2017
Replied 8 days later
Does anyone know how to change a soundscript for the Portalgun and the physics sounds in a map?