Several rife problems I need help with...

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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Before my map is released into the outside world, I have the following problems that I have noticed a lot of the maps I have played have had trouble with:

  • Sometimes the entrance elevator doesn't move at the beginning of the map and I have to reload.
  • The test chamber sign. I made a new sign for my chamber and at first it just said "00-None", then it worked, then it stopped again. (Actually, I think I might have a solution. Bear with me...)
  • Loading screens always display Apocalyptic Aperture Science. I'd like to use the clean sign instead.
  • Map transitions. At the end of the map it fades to darkness whilst still keeping the sound. I'd like to transition to a new chamber.

Also, .vpks don't like me. I tried installing "Discovery" from the community spotlight in a new addons folder and the game wouldn't even load up until I got rid of it. Yet I understand that in order for other people to have my transitions to the next test and the sign I need to put it in a vpk. What should I do?

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spongylover123
944 Posts
Posted Aug 17, 2011
Replied 41 minutes later
Well, I know that the test chamber signs have a special script that they follow in the scripts folder, so do the elevators, and the map's loading screen.
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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Replied 15 minutes later
Do you have a suggestion for what scripts and how they should be changed? A tutorial, perhaps?
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spongylover123
944 Posts
Posted Aug 17, 2011
Replied 7 minutes later
They are all in

Steam/steamapps/common or username/portal2/portal2/scripts/vscripts/transitions
Elevator, loading, test sign

The cool part is valve has given you the instructions in the file already, so no need to look it up

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Brainstone
401 Posts
Posted Aug 17, 2011
Replied 1 minute later
http://developer.valvesoftware.com/wiki/Test_Sign
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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Replied 38 minutes later
I've fixed the test sign now. So how about the transitions? It says that all the scrips are .nut files. What do I edit them with?
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Vordwann
767 Posts
Posted Aug 17, 2011
Replied 7 minutes later
I think if you start your map name with sp_a2 it will give you the clean aperture loading screen.
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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Replied 13 minutes later
It gives me a picture from the level with the exile vilify radio in it, but it does change the image.
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spongylover123
944 Posts
Posted Aug 17, 2011
Replied 4 minutes later
About the transitions, did you add a landmark and a trigger
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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Replied 2 minutes later
No, I used the instances. What do I need to do?
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spongylover123
944 Posts
Posted Aug 17, 2011
Replied 6 minutes later
Those are kind of complicated. I use a trigger_changelevel and an info landmark

Name the trigger
Name the test chamber in the trigger
Then name the landmark
Then type the name of the landmark in the trigger

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RubbishyUsername
167 Posts
Posted Aug 17, 2011
Replied 9 minutes later
Do I use landmark or landmark_exit? Do I need to put the landmark anywhere special? What does it do?

I have no idea what I am doing!

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spongylover123
944 Posts
Posted Aug 17, 2011
Replied 6 minutes later
info_landmark

First, make a block where you want to transition to the next level
Then add the trigger texture, then tie it to a trigger_changelevel
Then make an entity in the middle of the trigger, an info_landmark
Name the info_landmark
Change the properties of the trigger
Change the level name and the name of the landmark

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Vordwann
767 Posts
Posted Aug 17, 2011
Replied 32 minutes later
ooooor you could copy and paste the file that says the level list in the portal 2 folders like you should, then delete all the levels in the copy but yours, and then package it in the correct folder in a .vpk file... that way when you open the map it will come with all the information in the .vpk (addon) package. There are a bunch of tutorials on how to package stuff into .vpks.
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RubbishyUsername
167 Posts
Posted Aug 18, 2011
Replied 16 hours later
EDIT: Fail, found the file 30 seconds after whining about it.