[RELEASE] Aldéz's Portal Prefabs

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Aldéz
221 Posts
Posted Apr 21, 2008
Replied 12 hours later
I should have explained this in the documentation. The problem is most likely that you miss a filter_combineball_type entity. If you don't have it, everything that touches the catcher will trigger it. That means that the prefab will trigger itself. In the properties you need to change the Ball Type keyvalue to Launched by point_combineball_launcher. The catcher_wall prefab, as all other catcher prefabs, needs the filter_combineball_type entity to be named catcher_filter, by default. You only need one filter_combineball_type per map.
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Frostyfrog
28 Posts
Posted May 10, 2008
Replied 19 days later
thanks, that helped alot. I was getting very confused. I was also going to ask about this
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Aldéz
221 Posts
Posted Aug 05, 2008
Replied 2 months later
I have uploaded a new version of the prefab pack. Should have done this a long time ago, but I forgot. It has been a while since I mapped for Portal and making this update, but I think I have all the new files and updates within the zip.

In this version, I have only one new prefab. The big changes are the bug fixes and the updated description in the documentation. Remove older versions before installing this one.

Happy Mapping!

DOWNLOAD HERE

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rokie24
12 Posts
Posted Dec 07, 2008
Replied 4 months later
Thanks! that elevator prefab saved my life!
anyways... when i put a... switch in my map and then try to edit the outputs, in the "output" field the text in there is red and it won't let me change it. Any solutions? lol i'm a n00b at hammer.
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Aldéz
221 Posts
Posted Dec 07, 2008
Replied 2 hours later
I'm glad my prefabs also save lives.

Anyway, I don't understand the problem you have with the switch. Can you be more specific? And what is it you're trying to do?

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rokie24
12 Posts
Posted Dec 08, 2008
Replied 1 day later
oh, wait doesn't matter. i figured it out now.
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dvlstx
183 Posts
Posted Dec 08, 2008
Replied 6 hours later
Ok, not to be raining on anybodies parade here, but... well, by using prefabs that you don't make yourself, you don't learn anything. In fact, you know NOTHING about how they work or function, as you would if you made them yourself. Just saying, from an experienced mappers point of view, that by starting down this road early you are doing nothing but setting yourselves up for trouble later on.

Once again, not to discourage anybody from trying to map, but rather to encourage them to build these things themselves. I struggled through making my prefabs (ie the elevator) but at least I learned from making it!

[/rant]Dvlstx

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msleeper
4,095 Posts
Member
Posted Dec 08, 2008
Replied 2 hours later
I've been saying that for a year but nobody cares. Oh well.
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Ricotez
738 Posts
Posted Dec 09, 2008
Replied 7 hours later
Nobody ever listens to the admin untill they get banned. And those who get banned, can't post anymore.
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VictoryIncandescence
48 Posts
Posted Dec 09, 2008
Replied 13 hours later
I disagree that you don't learn anything for using prefabs. I've found Aldez's prefabs to be very helpful, especially when first starting out, but I've learned an enormous amount and am still learning.

In fact, I think that prefabs may actually help you learn more. For example, I figured out what texture to use for my lifts by looking at the textures used in the prefabs. The biggest effect though, is probably to encourage people to start mapping in the first place, instead of quitting in frustration.

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Bulska
204 Posts
Posted Dec 10, 2008
Replied 9 hours later
They're also very useful for when you're using a crapload of buttons and doors and energy balls.

Setting them up all by yourself one by one and changing all the names and outputs takes a while.

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Aldéz
221 Posts
Posted Dec 10, 2008
Replied 10 hours later
As with everything, whether the prefabs are good or bad depends on how you use them. If you use the prefabs right as a beginner, they'll help you discover Hammer and Portal. If you use them wrong, you will not develop your mapping skills and get stuck sooner or later.
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Aldéz
221 Posts
Posted May 07, 2009
Replied 4 months later
I have updated the prefab collection to version 1.1.0. Aside from taking care of bugs, I have reworked some prefabs and added one. I have also been polishing my html/css/javascript skills a little to give the documentation a facelift and better functionality, just for fun. I'm starting to understand why web developers have difficulties making their sites look the same in different browser, but I think I managed good enough.

Download here

Thumbnails of all prefabs

--- CHANGELOG VERSION 1.1.0 ---

New Prefabs
- door_vertical

Updated prefabs
- dropper
- window_128w
- common_entities
- elevator_exit
- sign_chamber
- portalgun_rotating
- grate_128w_128h
- window_128w

Updated descriptions
- dropper
- camera_detachable
- common_entities

Other changes
- Minor update to the General instructions page.
- Added a tutorial which can guide you to make your own chamber sign texture.
- The list of all prefabs now scales down to fit smaller window sizes.
- The documentation has a new look.
- Added new links on the start page to Crafty and VTFEdit at Nem's Tools.
- Made the pages printer friendly.

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reepblue
894 Posts
Posted May 07, 2009
Replied 4 minutes later

Ald?z wrote:
New Prefabs
- door_vertical

Mind explaining what that is?

Nevermind. . . I usally make that on my own.

Your prefabs work great with me, so there is no point into me updating them. But its nice to see that your keeping these files active.

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Aldéz
221 Posts
Posted May 07, 2009
Replied 1 minutes later

reepblue wrote:
Mind explaining what that is?

Your prefabs work great with me, so there is no point into me updating them. But its nice to see that your keeping these files active.

Wow, that was a fast reply. I was just editing the previous post and added a link to thumbnails of every prefab:

Thumbnails of all the prefabs

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reepblue
894 Posts
Posted May 07, 2009
Replied 1 minute later

Ald?z wrote:
Wow, that was a fast reply. I was just editing the previous post and added a link to thumbnails of every prefabs:

http://www.atomicgaming.net/ds_members/ ... bnails.htm

LOL I just saw it and edited my post too. XD

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Aldéz
221 Posts
Posted May 10, 2009
Replied 2 days later
I've now released version 1.1.1. This time it's only a small fix on two of the observation room prefabs. They now have a func_portal_bumper in front of the windows.

Download APP version 1.1.1

Thumbnails of all prefabs

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Siiig
98 Posts
Posted May 11, 2009
Replied 1 day later
This is awesome, I haven't actually used your prefabs, but I know had I found this when I first decided to try mapping, I most likely would still be trying it. I wanted to get into mapping because of all the crappy maps I found on other sites, but threw up my hands in frustration at the lack of tutorials...or any helpful information at all.

That was all before I fell head first into TWP of coarse.

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Remmiz
631 Posts
Posted May 11, 2009
Replied 5 hours later

Siiig wrote:
but threw up my hands in frustration at the lack of tutorials...or any helpful information at all.

What??? Portal has the easiest walk-through tutorials of any Valve game. That's just laziness right there.

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reepblue
894 Posts
Posted May 11, 2009
Replied 19 minutes later
There is even more tutorials at the Valve Developer Wiki when I started mapping.

But yeah what Remmiz said Portal is really easy to map for. If you want a challenge try mapping for Left 4 Dead. Then we can talk about hard mapping. .