Post your Portal 2 Authoring Tool Bugs
My list:
- The lighting is totally different (darker), maybe skyboxes, env_environment or the props enableshadows works differently? Any idea why?
- Displacements not working at all, I mean the painting. All my displacement texture lost their painting (2nd texture disappeared) and none of the suitable textures (filter: blend) work in my hammer
- not bug, but the func_instance colors are annoying, is there a way to change the alpha or remove the effect?
atm even if I do the editing with the new tool, I compile with swarm SDK.
and one question: is there an entity like the func_noportal, just for the gels? I have surfaces that I dont want to be geled (like a func_nogel or something)
I'm gonna sticky this since it's important, but just to reiterate for everyone:
msleeper wrote:
If you guys are noticing what you might think are bugs, then I would really suggest you join the official Portal 2 Mappers mailing list and report them there. The new SDK is in "beta" so the only way to help is to report it to Valve.
The select box values seemed to be mapped incorrectly, as selecting Sequence "peeking_05close_idle" always results in "intro3_floorcollapse_08begin", selecting "intro3_floorcollapse_08begin" always results in "wall_construct_I01_close", etc.
Hope there's a solution to the first part of my post. It's pretty annoying.
Quote:
You'll want to launch Portal 2 first, then hammer. However thats only if you running Portal 2 Fullscreen. You should have Portal 2 in windowed mode for easy testing. Quick tip: killing yourself will automatically reload the latest bsp, unless your map has an autosave thats been activated in it. You can easily bind k to kill, and quickly test that way.
raulness wrote:
I was thinking that maybe leaving the game running in the background and then using the dev console to run the updated map
This is basically the best method. If you run the game in Windowed mode you have less issues as well. There's nothing to really fear from a game crash, it's not like the game can delete or corrupt anything. In a complete hypothetical situation, the worst it could do is corrupt your BSP - which you could then just recompile your map to get a new one.
Most of my 44khz music and voice clips stopped working. Tried updating to 88khz to no avail. I think custom sounds just don't work maybe. Something about the audio needs special care.
I love the new icons for env texture toggle. Though I will admit hammer seems to be running slightly slower altogeer.
Oh right my secondnproblem:
Combine ball. I cant seem to find the texture for it. It's obvious doesn't come with portal 2 yet launchers and catchers still animate and function just fine. I love my ball and would love to see it return or find a way to import the hl2 ball.
Sorry for typos I punched this in on an ipad
Quote:
not bug, but the func_instance colors are annoying, is there a way to change the alpha or remove the effect?
- Try >Instancing > View Instances > Show Normal
Hiding instances is the best way to deal with it IMO. Once you've got your cube droppers and start/end elevator and stuff in place, you don't really need to be staring at them all the time. Hide your instances until you are modifying them.
Also, like another poster said, Hammer doesn't want to respond too well after a compile and launch of Portal 2. If you wait long enough, your views will return, but as of now it is faster to re-launch Hammer. Thankfully you CAN save during this viewport bug (in case you didn't save before your compile like a good boy).
Only problem now is I can't get the custom music or sounds to play which work just fine in Alien Swarm SDK.
Anybody got any tips / advice? Do I need to change the sound files so they're higher than 88KHZ now? is there a particular sound type needed.
lights don't work anymore, I think it has something to do with my textures as i get these errors whilst compiling. just the same error for different locations.
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1174.0 0.0 -10.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
but then i realised i had the XP bug and the SDK wont even start for me ... sadpanda
Have a nice day,
~Sidneys1