Some questions ;]

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r1corix
90 Posts
Posted May 03, 2011
Hi all. I have some questions about portal 2.
How to create water?
How to create working info_overlays(http://img685.imageshack.us/img685/2246/64151517.png)?
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dreamstate83
3 Posts
Posted May 03, 2011
Replied 32 minutes later
here are a few tutorials I used when getting into p2 mapping initially: http://wiki.p2mods.com/index.php?title=Tutorials

They have a good writeup on how to create the water hazard. I have a few projects with working overlays, so I'll go take a look at what I did to make them work the way I wanted

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r1corix
90 Posts
Posted May 03, 2011
Replied 12 minutes later
can you say me how to create working overlays?
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suicidal_banana
16 Posts
Posted May 03, 2011
Replied 26 minutes later
If you use the tool on the bottom left (a cube with green square on top) it should work?
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r1corix
90 Posts
Posted May 04, 2011
Replied 1 day later
.... :idea:
It is probably made with texture_toggle and logic_relay?
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VitaminZed
28 Posts
Posted May 04, 2011
Replied 13 minutes later

The Valve Developer Wiki has a full tutorial for creating working indicator lights for Portal 1.

http://developer.valvesoftware.com/wiki ... tor_lights

Perhaps I'm putting my foot in my mouth here since I haven't created these in Portal 2 yet, but I believe the process should be pretty much the same?

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Player1
212 Posts
Posted May 05, 2011
Replied 13 hours later
I can confirm that the process is the same, though I struggled a lot with that tutorial (and others) yesterday trying to understand how they work. In the end what worked was not trying to understand it and just doing it :S

(What I didn't understand was how env_texturetoggle worked; I kept looking for a place to setup exactly what textures I wanted to swap between, but as it turned out the indicator light textures are simply magic and just happen to understand the SetTextureIndex thingy.)

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Remmiz
631 Posts
Posted May 05, 2011
Replied 8 hours later
I believe they are basically animated textures that don't play. When you use the SetTextureIndex you are just changing it to that frame in the animation.
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Player1
212 Posts
Posted May 05, 2011
Replied 10 minutes later

Remmiz wrote:
I believe they are basically animated textures that don't play. When you use the SetTextureIndex you are just changing it to that frame in the animation.

Ah that's interesting. How do you know if a texture supports animations or not? Can you tell from the texture browser?

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Remmiz
631 Posts
Posted May 05, 2011
Replied 3 hours later
I'm not sure if you can tell from the texture browser but if you open the material's .VMT file you will be able to see all the animation info.
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msleeper
4,136 Posts
Admin
Posted May 05, 2011
Replied 54 minutes later
It's built into the material when you use VTFedit. And yeah in the VMT there is all of the proxies for the animations. I was actually just posting about this in another thread a few days ago.
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r1corix
90 Posts
Posted May 06, 2011
Replied 13 hours later
Cann't create a water ;[
http://img801.imageshack.us/img801/4619/17073533.png
http://img36.imageshack.us/img36/6665/79433575.png :sad:
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gompasta
109 Posts
Posted May 06, 2011
Replied 2 hours later
It looks like your using the fizzler texture, not the water texture. Filter "nature" when looking for the water texture.
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r1corix
90 Posts
Posted May 06, 2011
Replied 7 hours later
im use nature textures, but again this fail ;[
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msleeper
4,136 Posts
Admin
Posted May 06, 2011
Replied 7 minutes later
Looks like your water isn't even sealed on the bottom. You need two brushes for water to work - a world brush covered on all sides with nodraw, except the top face to be covered in the water texture. And then another brush tied to a trigger_hurt that does the actual damage. Water does not seal the void, you need to put a floor at the bottom of that water.
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r1corix
90 Posts
Posted May 07, 2011
Replied 20 hours later
i create the floor for water, but it still don't working :sad:
maybe cubemaps need?


i try with cubemaps, don't work too :sad:

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Hober
1,180 Posts
Posted May 07, 2011
Replied 2 hours later
What is this, I don't even....

Cubemaps are for making things be properly reflective and shiny in response to the light on your map. Whatever problem you're having, it's a general Hammer/Source issue, not Portal specific.

New to mapping? Never used Source SDK before? LOOK HERE!

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appunxintator
142 Posts
Posted May 07, 2011
Replied 33 minutes later
The method used in Sequential for the indicator strips is, in my opinion, a lot easier than texture toggles.
If you're using a sign (X that changes to a check), then use prop_indicator_panel. you can set the linked indicators, and set your triggers to "Check" for the panel. When its triggered, it will change the panel and all of the indicators.
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r1corix
90 Posts
Posted May 07, 2011
Replied 13 minutes later
i try create another new map with only water and my spawn, but again it still don't working :sad:
here images:
http://img189.imageshack.us/i/47853227.png/
http://img850.imageshack.us/i/39985807.png/
maybe my Hammer has broken? :sad:
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msleeper
4,136 Posts
Admin
Posted May 07, 2011
Replied 14 minutes later
Follow this article. It is literally impossible to fuck up.