Built-in test chamber sign in coop_spawn_room.vmf

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glenkinchie
4 Posts
Posted Jul 18, 2011
Hey there!

I really appreciate this community site, so far I could gain a lot of knowledge on how creating portal 2 maps.

I have a question regarding the built-in test chamber sign in the instance coop_spawn_room.vmf. I can't manage to get it to work. I have tried differet approaches posted here and on youtube. Unfortunatly, most of the tutortials and threads are about getting it work in singleplayer and building it yourself with the instance info_sign_sp_clean.vmf.
If possible I would like to use the built-in sign rather than editing the instance and adding a VTF like in this tutorial. I have also tried to edit the coop_lightboard_icons.txt vscript like described here, but it has no effect on the sign in the coop spawn room.

Thank you for every hint!

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Omnicoder
299 Posts
Posted Jul 18, 2011
Replied 1 hour later
Do not replace the lightboard file, even in a vpk. Even in a VPK these files always replace. If two different VPKs contain one then whichever it loads first (or last, I'm not sure which but it doesn't matter either way) will win out. All you're going to accomplish doing that is either breaking your map's sign or someone else's. If you don't want to manually make a VTF you can use Sign Maker but please don't replace anyone's lightboard files.
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glenkinchie
4 Posts
Posted Jul 18, 2011
Replied 58 minutes later

Omnicoder wrote:
Do not replace the lightboard file, even in a vpk. Even in a VPK these files always replace. If two different VPKs contain one then whichever it loads first (or last, I'm not sure which but it doesn't matter either way) will win out.

Ah ok, I thought the files in the VPK only override your original files as long as you play the map (never used VPK before). So you mean de facto, that the built-in sign mechanics in this coop start room instance are useless to mappers? What would you recommend? Remove the vgui_screen entity and corresponding trigger in coop_spawn_room.vmf and place a func_brush? The problem with this solution is, that you can't further use that instance for all levels.

Thanks for your thoughts!

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Omnicoder
299 Posts
Posted Jul 18, 2011
Replied 35 minutes later
Yeah, it means the vgui sign entity is useless. I asked a Valve employee about it a while ago and he said they'd 'probably' be making a lightboard controller entity to get around it but I'd be surprised if it actually happened. You'll want to use a brush if you want your sign to work for now.

edit: Added link to chat with said employee

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Skotty
671 Posts
Posted Jul 18, 2011
Replied 1 minute later
You can edit the instance and just remove the vgui_screen. Tell the trigger that activates the vgui_screen to activate something like @Chambersign.
Now you just have to place in every map you use this instance a func_brush over the screen with the name @Chambersign. And tada, it will activate and deactivate like the original.
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glenkinchie
4 Posts
Posted Jul 18, 2011
Replied 34 minutes later

Omnicoder wrote:
Yeah, it means the vgui sign entity is useless. I asked a Valve employee about it a while ago and he said they'd 'probably' be making a lightboard controller entity to get around it but I'd be surprised if it actually happened. You'll want to use a brush if you want your sign to work for now.

Now that's a solid answer! Thanks for clarifying.

Skotty wrote:
You can edit the instance and just remove the vgui_screen. Tell the trigger that activates the vgui_screen to activate something like @Chambersign.
Now you just have to place in every map you use this instance a func_brush over the screen with the name @Chambersign. And tada, it will activate and deactivate like the original.

Great idea, I will try it this way.

Thanks guys!