Cake decal

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lvleow
6 Posts
Posted Aug 08, 2011
Ahhhh, do you remember the good old days? When you first put on that orange jumpsuit and began testing. There was no grudge between you and glados at this point. Why would there be... she promised you cake. And as you're completing test chamber 19 you see a huge picture of cake on the wall, your taste buds start to fire off from excitement. Is it chocolate? Is it vanilla? You get that tingly rush up your spine just thinking of the streamers and confetti. I mean why wouldn't you? You've been a great test subject, haven't you? In fact, all this puzzle solving has worked up quite an appetite. ...but then you come that last turn and see the flames. Your heart drops with the realization of the truth. You fight back a tear while trying to get yourself back into puzzle mode (still hungry), but this time, for survival.

So, I'm working in the map editor of portal 2. I've completed the level, now I just need to decorate it. So I open the texture selector and I'm putting vines and wall decals up. I then look for that cake decal that I mentioned above. But it's not there. Which is funny, cause there are no energy balls in portal 2, but there's still the energy ball decal. Am I trippin? Or is there REALLY no cake in portal 2?

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Will T.
163 Posts
Posted Aug 08, 2011
Replied 6 minutes later
Valve realized just how burnt-out the "cake" meme was when making Portal 2, and only included one reference to it: the fake door that says "GLaDOS Emergency Shutdown and Cake Dispensary."

Other than that, there are no mentions at all of cake in the game. The destroyed Chamber 19 after the incinerator at the start of the game has a blank wall where the cake decal was.

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lvleow
6 Posts
Posted Aug 08, 2011
Replied 8 minutes later
Oh man! That kinda sucks. But it's just one jpg file (or whatever format) that they could've included, but not used in the game. Like I said, there's no energy balls in the game and yet you can find multiple energy ball decals in the texture selector.
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Brainstone
401 Posts
Posted Aug 08, 2011
Replied 13 minutes later
Do you've got portal 1? I'm pretty sure you can import the texture and then use it as decal. I haven't imported textures so far, so better ask some other users how to do it.
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lvleow
6 Posts
Posted Aug 08, 2011
Replied 11 minutes later
Yeah, I figured that I can do that. The only problem is that if I export the bsp to other player's computers, they'll have to mod their game too. Unless the vmf puts all the elements into the bsp during the compiling. Does it? I've noticed some of the contest maps were like 20MB+.
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Lostprophetpunk
409 Posts
Posted Aug 08, 2011
Replied 14 minutes later
You should be able to pack the texture into a .vpk file.

Creating a vpk

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Rubrica
305 Posts
Posted Aug 08, 2011
Replied 20 minutes later
Or you can just use something to pack it straight into the bsp - I believe there's a program called PotatoPacker built for Portal 2 - if you don't like that, you could try the more well-known BSPZip, but I don't know of that works with Portal 2.
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Skotty
671 Posts
Posted Aug 08, 2011
Replied 2 hours later
Don't import it! It's already included in Portal 2, there is just a small missing file.

Watch this: Unused Signage, fixed paint_speed sign

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lvleow
6 Posts
Posted Aug 09, 2011
Replied 10 hours later

Skotty wrote:
Don't import it! It's already included in Portal 2, there is just a small missing file.

Watch this: Unused Signage, fixed paint_speed sign

"Don't forget to add the vmt files in your map release, or other players will have missing textures!"
What do they mean by that? So I WOULD pack it up into the BSP? But you said it's included in portal 2, so then why am I downloading "unused_signage.zip" Or am I just miss understanding?

Rubrica wrote:
Or you can just use something to pack it straight into the bsp - I believe there's a program called PotatoPacker built for Portal 2 - if you don't like that, you could try the more well-known BSPZip, but I don't know of that works with Portal 2.

I'm new to mapping, so bear with me. But ok, so with potatopacker, I pack it into the bsp file? Or is it a separate file that they have to unpack before loading the bsp into portal?

I read this and am still a little hazy. Then again I just got off work, so idk.

Potato Packer

OK, I just read over everything I wrote, I sound retarded. I'm gonna get on this in the morning witha fresh brain.

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Skotty
671 Posts
Posted Aug 09, 2011
Replied 1 hour later
Yes, just pack the VMT's in your BSP. Everything else is included in the game.
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ChickenMobile
2,460 Posts
Posted Aug 09, 2011
Replied 2 hours later

Skotty wrote:
Yes, just pack the VMT's in your BSP. Everything else is included in the game.

So I wonder why Valve put the textures in and not the vmt's? I'm only guessing here... but... test chamber signs?

Also the newest version of PakRat (which isn't very new tbh) can put custom material into your bsp. I highly recommend you to pack the custom material into the .bsp if you are only going to use a tiny amount of custom content, however if you are going to make a whole load of custom content (or have more than one map after the other), use a vpk.

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lvleow
6 Posts
Posted Aug 10, 2011
Replied 19 hours later
Thanks for the help everyone. I'll play around with this on my next free day. :smile:
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Johnpush
1 Posts
Posted Dec 07, 2011
Replied 3 months later
As a manufacturer I will offer a standard guarantee that the product is good for use, however, it will be your customer service that decides whether customers are correct/incorrect if any problems arise. If my work is below standard (which it wont be because I dont need the hassle!) I will happily replace anything that is actually my fault e.g. a bad cutline or a printing error which might not be picked up straight away. A printing error is defined as; colour banding, ink spots or a head strike/scratch on the wall decals. :lol:
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WinstonSmith
940 Posts
Posted Dec 09, 2011
Replied 1 day later
Spambot, banned.

If not a spambot banned anyway, that is really shameless advertising.