Making a Mod

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Omnicoder
299 Posts
Posted Sep 18, 2010
Replied 54 minutes later
prop_detail is only for auto-added grass/plant models added to displacements.
Things that never ever move are prop_static. Things that can have animations set and be parented to move are prop_dynamic. Things you can pick up are prop_physics (prop_physics_override to make things that aren't meant to be picked up be able to be picked up)
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vinivite
49 Posts
Posted Sep 18, 2010
Replied 26 minutes later
Thanks! I've fixed the problem!
I'll start reading everything on VDC right now!
And...

MrTwoVideoCards wrote:
Plus, considering your creating a mod, you might want to go ahead and try getting to know the hang of mapping and source basics firsts, before jumping straight into making a full mod or anything like that.

Well, I think this isn't a point... there's no much difference between making a mod or a map... a mod is just some maps jointed. And making a mod isn't so more hard than making some maps.

However, I'll make some maps to test if I can make some things...
:cool:

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msleeper
4,136 Posts
Admin
Posted Sep 18, 2010
Replied 4 minutes later
You don't need to make a mod, to make a series of continuous maps. That's called a map pack, and you can do it in ordinary hammer with map transitions.
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p0rtalplayer
1,366 Posts
Posted Sep 18, 2010
Replied 19 minutes later

msleeper wrote:
You don't need to make a mod, to make a series of continuous maps. That's called a map pack, and you can do it in ordinary hammer with map transitions.

Just inserting my opinion here...

I think a mod is easier to organize your stuff. Like, if I have a series of maps with tons of custom materials and some replacement ones, rather than sorting through my extensive materials folder and packing a whole bunch more materials into the bsp's (if I don't want them to replace normal stuff), I can just make a mod that overlays the replacements and such.

Also with mods you can control menu options, which is kinda nice if you don't want to mess with normal portal menu options, you can mess with sound FX, same reasoning as with textures, etc. I find it just helps a lot with organization.

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vinivite
49 Posts
Posted Sep 19, 2010
Replied 15 hours later
I fixed almost all problems, BUT the radio disappears when I move it! How I fix this?
Aaaaand... the problem of the toilet that crashes the game continued. Then I deleted the toilet and discovered that the problem is on the corner of the wall... when I walk close a certain wall, the game crashes totally!! How I fix this?
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HMW
806 Posts
Posted Sep 19, 2010
Replied 3 hours later

vinivite wrote:
[W]hen I walk close a certain wall, the game crashes totally!! How I fix this?

I once had a problem exactly like this. Walking to one particular spot in the map would crash the game. It turned out to be an empty func_brush (i.e. a brush entity with no solids in it.)

In my case, the problem disappeared when the cordon tool was active, even when the cordon was around the entire map. Can you try that and see if it does the same for you?

Also try checking your map for errors (alt+P), it might show up there.

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vinivite
49 Posts
Posted Sep 20, 2010
Replied 1 day later
I'll try this right now and then tell you, HMW.
I have more questions?
- How I create custom textures?
- How I create custom models?
- Aaaaand... almost everytime I try to open Steam in Offline mode, it says that there's no suficent files on my PC to do this... how I fix this to make me enter offline mode anytime?
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Omnicoder
299 Posts
Posted Sep 20, 2010
Replied 8 minutes later
  1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.
  2. Export your model from 3ds max, blender or XSI as an smd using plugins from Valve or the VDC. Then create a QC for its sequences and compile it with studiomdl.exe.
  3. Switch to online mode while Steam is already open and online to make sure it will be ready for next time.
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vinivite
49 Posts
Posted Sep 20, 2010
Replied 2 hours later

HMW wrote:
In my case, the problem disappeared when the cordon tool was active, even when the cordon was around the entire map. Can you try that and see if it does the same for you?

YESH, IT WORKED. Thanks man!

Omnicoder wrote:
1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.

I edit a vtf with notepad?

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Omnicoder
299 Posts
Posted Sep 20, 2010
Replied 5 minutes later

Omnicoder wrote:
1. Create the texture as a tga or png and then use VTFEdit to make it into a vtf. Create a vmt for this texture and place them both in materials.

I edit a vtf with notepad?

You edit a vmt in notepad. You make the vtf in vtfedit.

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HMW
806 Posts
Posted Sep 22, 2010
Replied 1 day later

vinivite wrote:
HMW wrote:

In my case, the problem disappeared when the cordon tool was active, even when the cordon was around the entire map. Can you try that and see if it does the same for you?

YESH, IT WORKED. Thanks man!

No problem :smile:

Be aware though, that that corrupted entity is still in your map, right now it's just suppressed by the cordon tool. To get rid of it completely, you have to select everything (by dragging a rectangle around the whole map) and copy-paste it into a new file. That will permanently get rid of the problem.

(You'll copy everything except the broken entity, because Hammer can't determine it's size, so it isn't selected when you drag a selection box around the map.)

The only thing is that you'll need to re-create any custom visgroups. (If you don't know what visgroups are then never mind.)

(Oh btw the alt+P map check doesn't detect empty brush entities. Sucks.)

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vinivite
49 Posts
Posted Sep 26, 2010
Replied 4 days later
Why is everything black on my map, besides the wake-up bed and the aperture lab screen? All walls are entirely black and I haven't changed nothing int the lighting of the room!
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hanging_rope
435 Posts
Posted Sep 26, 2010
Replied 2 minutes later
Have you got any lights in your map at all?
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Mek
459 Posts
Posted Sep 27, 2010
Replied 5 hours later
I guess you have a leak.
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vinivite
49 Posts
Posted Sep 27, 2010
Replied 7 hours later
Yes, I have lights (light and spotlight).
How I find and fix the leak?
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msleeper
4,136 Posts
Admin
Posted Sep 27, 2010
Replied 3 hours later
Load your pointfile, it will show you where the leak is.
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Mevious
205 Posts
Posted Sep 27, 2010
Replied 1 hour later
It's also possible you don't have a leak. If you originally had no lights in the map then it would show up as "fullbright" since vrad wouldn't have been successfully run. As soon as you add some lights and run vrad then every room that doesn't have lights will be very dark or pitch black. Is this what happened?
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vinivite
49 Posts
Posted Sep 27, 2010
Replied 4 hours later
I have lights on my room, so I'm quite sure that this isn't the problem, Mevious.

And I have feel questions:

How do I modify portal sounds (entering, exiting) for my Mod?
How I modify the portal gun and it's glow color of the last portal you shooted?
How I load the pointfile?

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WinstonSmith
940 Posts
Posted Sep 27, 2010
Replied 2 hours later

vinivite wrote:
I have lights on my room, so I'm quite sure that this isn't the problem, Mevious.

And I have feel questions:

How do I modify portal sounds (entering, exiting) for my Mod?
How I modify the portal gun and it's glow color of the last portal you shooted?
How I load the pointfile?

Replace the original sounds with corresponding custom files in your mod's sound directory. They have to have the same path as the ones in the GCF. Not sure where in the GCF they are, dig around a bit.
To modify the ASHPD (I assume you mean reskinning) extract the texture from the GCF--should be in materials/models/weapons/v_models/v_portalgun/ or something like that--and edit it. Then place it, once again, in your mod's corresponding materials folder.
Finally, some bad news on the ASHPD glow. One of them--the one closer to the player, if my memory serves me correctly--is made of two different colored sprites in the GCF. Extract them, edit them, and place in correct folder. The glow in the glass tube, however, is...a little bit more difficult. I say "little bit" because as far as I know it hasn't been done yet; I'm working on it right now with Omni. We might have something to show, as hopefully I can switch everything possible in Portal: Stay Inside over to green/purple (shameless self-plug there I know). We have a vague feeling that it stems from the same color values in the DLLs that control the crosshair (which we're still working on too, obviously, though Omni has provided a temporary fix).

Oh, and load pointfiles by going to Map-->Load Pointfile... in Hammer. If you have a leak, a window will pop up asking if you want to load the default one; if not a browsing window will pop up, in which case a leak isn't your problem.

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vinivite
49 Posts
Posted Sep 28, 2010
Replied 37 minutes later

WinstonSmith wrote:
To modify the ASHPD (I assume you mean reskinning) extract the texture from the GCF--should be in materials/models/weapons/v_models/v_portalgun/ or something like that--and edit it. Then place it, once again, in your mod's corresponding materials folder.

How I edit it? O.o
what program I use? What exactly files I need?