Working with Instances

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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 2 minutes later
The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".
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SharkPack717
7 Posts
Posted May 27, 2011
Replied 19 minutes later

msleeper wrote:
The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".

The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.

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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 2 minutes later
I severely doubt the instances are corrupt. It's more likely that the instances used to compile that map may have been modified after the map was built and "finished".
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SharkPack717
7 Posts
Posted May 27, 2011
Replied 18 minutes later
The tube Elevators looks nothing like the 1940 Elevator, instances/underground/test_dome_entrance_lift_01.vmf is the one for me personally. And when i delete the SDK tools and run Portal 2 I get an error message saying Failed to load the launcher DLL:
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.
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WinstonSmith
940 Posts
Posted May 27, 2011
Replied 13 minutes later

SharkPack717 wrote:
The tube Elevators looks nothing like the 1940 Elevator, instances/underground/test_dome_entrance_lift_01.vmf is the one for me personally. And when i delete the SDK tools and run Portal 2 I get an error message saying Failed to load the launcher DLL:
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.

Verify the integrity of the game cache.

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CraigChrist
41 Posts
Posted May 27, 2011
Replied 6 minutes later

SharkPack717 wrote:
msleeper wrote:

The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".

The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.

Same thing happened to me. I'm pretty sure that's how it is.

I think valve instances are not 100% reliable. They make games, not a level development software. They don't have the time (or the profit) to perfect the SDK. They gave us what they could and it's on us to use it the best we can.

What bothers me the most with their instances is that there are too many entities and connections. I don't know what half of it does. So I like doing it all by myself, step by step. But this takes a looooot of time.

For the purpose of the contest I decided to work with valve's instances because there wouldn't be enough time to figure it all myself. And because some of them don't work as they should (or I still don't have enough knowledge to make it work) I just tweaked them a bit so they serve the purpose.

For the starting elevator for 1940. aperture science i just added a logic_auto that triggers a teleport to teleport a player on the map spawn (the point_teleport is already in the instance).

I also tweaked global_ents instance that i used to set the atmosphere (fog and tonemap controlers). Using it by default gave me a potato Glados on the portal gun (even with msleepers modified transition ents) so I deleted a point_servercommand entity which used some flashlight command that I don't know what it does :smile: and the potato was gone.

This definitely is not the right way to do it but my elevators work now and there's no potato gun, and I'm not gonna waste more time on that.

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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 25 minutes later
We should have a community project to make versatile entry and exit instances for the various themes. :idea:
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SharkPack717
7 Posts
Posted May 27, 2011
Replied 16 minutes later
So the EXIT Elevator for 1940 works fine, it opens and closes,goes up and I get the message "End of Playtest" meaning that its working fine. It's just that the Entry Elevator for 1940 doesn't move up and I don't spawn in it.
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kwp21 pitts
260 Posts
Posted May 27, 2011
Replied 1 hour later

msleeper wrote:
We should have a community project to make versatile entry and exit instances for the various themes. :idea:

That is not a bad idea.

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SharkPack717
7 Posts
Posted May 27, 2011
Replied 3 minutes later
Am I the only one that cant make the map provided by valve called sp_a3_speed_ramp work correctly?
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CraigChrist
41 Posts
Posted May 27, 2011
Replied 9 minutes later

msleeper wrote:
We should have a community project to make versatile entry and exit instances for the various themes. :idea:

That would be cool but don't you think it could bring some problems?

There would be different brushwork and different objects for each elevator, and the ones that you are not using would need to be killed on map spawn. You can't exclude them from compile process (or can you?). I don't know how would that impact vrad calculation. It could possibly bring some lighting issues.

Although we can always make a separate instance for every type of elevator, but make them so they work as they should and are easy to set...

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CraigChrist
41 Posts
Posted May 27, 2011
Replied 2 minutes later

SharkPack717 wrote:
Am I the only one that cant make the map provided by valve called sp_a3_speed_ramp work correctly?

No :smile: happens to me too, like I said a few posts above. I also explained my "solution".

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SharkPack717
7 Posts
Posted May 27, 2011
Replied 1 hour later
I never played with the Logic_auto and Teleports. I don't know how to set it up correctly. Can someone Show me how in depth :smile:.
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msleeper
4,136 Posts
Admin
Posted May 27, 2011
Replied 2 minutes later

SharkPack717 wrote:
I never played with the Logic_auto and Teleports. I don't know how to set it up correctly. Can someone Show me how in depth :smile:.

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

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SharkPack717
7 Posts
Posted May 27, 2011
Replied 39 minutes later
With trial and Error, I managed to get it working. Yay :smile: Thanks a lot guys :thumbup:
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Sliipperi
30 Posts
Posted May 28, 2011
Replied 12 hours later
Does anyone know why I can't get my func_instances to show in the Hammer? It's just a small purple box. Am I missing something here? The instances are in sdk_content\maps\instances and Hammer restart didn't fix it.

PS. I took a quick glance on the messages-window in Hammer and it said this:

Opened E:\Steam\steamapps\common\portal 2\portal2\maps\instance.vmf

PS V2. Does anyone know how to make the bombdroppers found just before the end fight. I'd like to experiment with those.

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WinstonSmith
940 Posts
Posted May 28, 2011
Replied 3 hours later

Sliipperi wrote:
Does anyone know why I can't get my func_instances to show in the Hammer? It's just a small purple box. Am I missing something here? The instances are in sdk_content\maps\instances and Hammer restart didn't fix it.

PS. I took a quick glance on the messages-window in Hammer and it said this:
Opened E:\Steam\steamapps\common\portal 2\portal2\maps\instance.vmf

PS V2. Does anyone know how to make the bombdroppers found just before the end fight. I'd like to experiment with those.

Try saving, closing, and then reopening your map. Instances usually show up immediately for me but apparently a fair amount of people have to reopen the map for them to do so. Also, for the bomb dropper, check the instances. If there isn't one in there, you might want to decompile VALVe's map and hunt around a bit.

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msleeper
4,136 Posts
Admin
Posted May 28, 2011
Replied 5 minutes later

msleeper wrote:
What specifically do you mean "it doesn't work"? Does it just sit there as the purple cube? If so you need to make sure a couple things: A.) You have saved the VMF of your map in a location that the instances/ directory can be located, and B.) you actually have the instances/ directory, and the instance you are loading is in the proper path.

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Sliipperi
30 Posts
Posted May 29, 2011
Replied 11 hours later

msleeper wrote:
msleeper wrote:

What specifically do you mean "it doesn't work"? Does it just sit there as the purple cube? If so you need to make sure a couple things: A.) You have saved the VMF of your map in a location that the instances/ directory can be located

Wait what? Do you mean that an instance which is in my map has to be in the same directory as my map?
And yes, I have saved and reopened my map.

Edit: Yep, I got it! The instance has to be in the same directory as my map. For example, instance A has to be in the same directory as map A in order to work in map A.
Thankies! :thumbup:

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msleeper
4,136 Posts
Admin
Posted May 29, 2011
Replied 12 hours later
It can also be in a subdirectory of the directory that your map is in. Most people have an "instances" directory that they keep their instances contained in.