Working with Instances
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.
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.
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.
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
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.
msleeper wrote:
We should have a community project to make versatile entry and exit instances for the various themes.
That is not a bad idea.
msleeper wrote:
We should have a community project to make versatile entry and exit instances for the various themes.
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...
SharkPack717 wrote:
Am I the only one that cant make the map provided by valve called sp_a3_speed_ramp work correctly?
No
happens to me too, like I said a few posts above. I also explained my "solution".
.
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.
Thanks a lot guys 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.
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.vmfPS 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.
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.
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! ![]()