Working with Instances

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LeSwordfish
14 Posts
Posted Jun 24, 2011
Replied 9 days later
Maybe i'm being lazy/thick, but i kinda want a instance for an elevator that goes from floor to floor without needing to fade to black/load a new map inbetween. It's that or put each new textchamber in it's own map, which has pretty big downsides. Does anyone have one of these they could give me? My attempts at making one have cause portal 2 to crash rather than loading the map.
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Marise
249 Posts
Posted Jun 24, 2011
Replied 6 hours later
Well, I have my entrance elevator working like a charm. But there is one small problem with my exit elevator. I can't seem to get the elevator itself lined up with the floor around it. When I approach, the elevator doesn't open, and if I walk right up to it I fall through the gap in the floor. Anyone else had this issue, and if so how did you fix it?

(Edit: Nevermind. Got it working)

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Brainstone
401 Posts
Posted Aug 04, 2011
Replied 1 month later
Hm. I used your arrival-_departure_transition msleeper, but the potato still shows up. I also cannot change the text at the end: Whatever string I put for $end_text the only thing that appears is "www.thinking.withportals.com", but as I said I can't change it. Noone else seems to have this problem, though. I think you said, you needed to create something via script, so I think it may be, because I have no addon folder yet.
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Rubrica
305 Posts
Posted Aug 04, 2011
Replied 56 minutes later
I don't know about the end text, I just got rid of it completely, but for the potato, all you really have to do is create a logic_playerproxy and a logic aoto. OnMapSpawn, send the player proxy an input of RemovePotatosFromPortalgun with a delay of 0.50.
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BaDOS
12 Posts
Posted Aug 05, 2011
Replied 19 hours later

LeSwordfish wrote:
Maybe i'm being lazy/thick, but i kinda want a instance for an elevator that goes from floor to floor without needing to fade to black/load a new map inbetween. It's that or put each new textchamber in it's own map, which has pretty big downsides. Does anyone have one of these they could give me? My attempts at making one have cause portal 2 to crash rather than loading the map.

Should be a matter of setting the lift up like the original Portal maps I would have thought; just using the new models.

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Brainstone
401 Posts
Posted Aug 06, 2011
Replied 1 day later
Well, seems like the potato is gone when you restart the game, but I still can't change or get rid of the text at the end of te map. Please help me.
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Vordwann
767 Posts
Posted Aug 17, 2011
Replied 10 days later
There are text entities in the arrival departure ents instance. Also people... func_instance_parms and func_instance_io_proxys are a must if you're making complicated instances!
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shawy89
74 Posts
Posted Aug 24, 2011
Replied 7 days later
Pardon the noob question here but what folder do I need to place downloaded instances in? I know there is an 'Instances' folder but I read somewhere on here to place in the 'Maps' folder?

Also, are all the instances I'll realistically need to make a simple map already there or will I need to download some from this website. I'm wanting to make a cube-dropper, which is a lot harder than I expected. I've seen that Msleeper has made an example one but I want mine to work slightly different.

I don't want to use a button. I want a cube to start in the map and when destroyed it auto-respawns. Could I use his instance and edit it?

Any help appreciated. Sorry I only started using Hammer yesterday.

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ChickenMobile
2,460 Posts
Posted Aug 24, 2011
Replied 25 minutes later
You can put your instances in any folder. Just for the cleanliness of it, I made my instances inside the instances folder in another folder called CUSTOM.

As for the second point. Any instance is collaspable, meaning you can just edit it to what you prefer, or perhaps 'saveas' (as in not ovveride Valve's instances) the instance and edit it.

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HMW
806 Posts
Posted Aug 27, 2011
Replied 2 days later

shawy89 wrote:
I don't want to use a button. I want a cube to start in the map and when destroyed it auto-respawns. Could I use his instance and edit it?

I don't think you need to edit the instance. Just us a logic_auto or trigger_once at the start of your map to send it a "trigger" and "enable auto-respawn" output, like so:

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beecake
484 Posts
Posted Oct 21, 2011
Replied 1 month later
Is there a place where you can download all the standard instances if you, by a mistake, deleted one?
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ChickenMobile
2,460 Posts
Posted Oct 21, 2011
Replied 12 minutes later

beecake wrote:
Is there a place where you can download all the standard instances if you, by a mistake, deleted one?

Perhaps (I'm not completely sure about this) you can verify integrity of cache and it will re-download it.

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beecake
484 Posts
Posted Oct 21, 2011
Replied 5 minutes later
I Will do that :smile: Will it also correct the file if it only is changed? Or do i have to delete it?

Edit: Anyway it works to verify the game cache :wink:

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moah2
4 Posts
Posted Oct 29, 2011
Replied 8 days later

beecake wrote:
I Will do that :smile: Will it also correct the file if it only is changed? Or do i have to delete it?

Edit: Anyway it works to verify the game cache :wink:

i'm not sure but i don't think verifying the game cache will change instances but it obviously changed whatever it was that got your thing to work

though i could be wrong

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Stormburn
17 Posts
Posted Jan 02, 2012
Replied 2 months later
Rather than literally editing instances, I've found it easier to just "copy-paste" the parts I need and editing them in-map. This way, I don't break the instance and I get to see exactly how valve did certain parts and customize it for my own needs (textures, etc.). I know there are options in the instance, but not as many as I'd like.

They also tend to add extra details/options. For example; if you look at the info_paint_sprayer you can add normally, and one in an instance, the instance "sprayer" has about five other options affecting the size of the blobs.

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Lpfreaky90
2,842 Posts
Posted Jan 02, 2012
Replied 41 minutes later

Stormburn wrote:
Rather than literally editing instances, I've found it easier to just "copy-paste" the parts I need and editing them in-map. This way, I don't break the instance and I get to see exactly how valve did certain parts and customize it for my own needs (textures, etc.). I know there are options in the instance, but not as many as I'd like.

They also tend to add extra details/options. For example; if you look at the info_paint_sprayer you can add normally, and one in an instance, the instance "sprayer" has about five other options affecting the size of the blobs.

If you do this you actually bypass the way the instances are intended. The main idea is that every same instance in every level is the same. So more complex things like cube droppers are best to be in an instance. If you want to adjust other settings in these things: just create a new instance and save it something like "blue_gel_white_texture", a small description of what it does.

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spongylover123
944 Posts
Posted Jan 02, 2012
Replied 4 minutes later

lpfreaky90 wrote:
If you do this you actually bypass the way the instances are intended. The main idea is that every same instance in every level is the same. So more complex things like cube droppers are best to be in an instance. If you want to adjust other settings in these things: just create a new instance and save it something like "blue_gel_white_texture", a small description of what it does.

Actually, it doesn't matter.
If you copy the instance or use the instance, it stills works the same. But you need to fill in the needed to fill blanks (look for the proxies.)
I do this all the time and it works fine.
P.S you shouldn't copy parts, copy the whole instance or else the instance won't work.

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Lpfreaky90
2,842 Posts
Posted Jan 02, 2012
Replied 21 minutes later

spongylover123 wrote:
Actually, it doesn't matter.
If you copy the instance or use the instance, it stills works the same. But you need to fill in the needed to fill blanks (look for the proxies.)
I do this all the time and it works fine.
P.S you shouldn't copy parts, copy the whole instance or else the instance won't work.

Yes, well you're right, I also sometimes collapse instances (for example, my relaxation vault room instance has a collapsed observation room and a collapsed info sign in it).

However, I prefer to use instances as stand alone building blocks, my boxdropper instance will drop a box, boxdropper_reflective will drop a reflector cube etcetera. Basically 1 instance = 1 function. If I somehow want to improve the function, I can just edit the instance and ALL the maps that have that one function will have the upgraded version, THAT is the main advantage of using instances. One example where I encountered that advantage: I had a map in clean style, but I decided that broken was better for that map. My whole roof was made of lightpanels, 256x256 pixels, all instances, so it was just a matter of changing the instance and the entire roof and lighting in the map was fixed!

If you don't plan to make big changes in your maps, if you don't plan to update your map, if you don't plan to put your map in a mod collapsing is fine, but if you plan to do one of the previously named thing I highly suggest not to collapse instances, but create them.

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Spam Nugget
492 Posts
Posted Jan 19, 2012
Replied 16 days later
Turns out you can send outputs directly to entities in instances!
The entity in question needs to have @ at the start of its name, and then put the instance in your map and you can send the entity outputs directly. Valve did this with various things in their elevator base, logic and transition entities.
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BEARD!
169 Posts
Posted Jan 20, 2012
Replied 1 day later
I've just been looking the coop instance for underground airlocks (respawn rooms). The instance itself uses an instance for the underground doors, which seems to be missing. In this screenshot, you can see the red cube where the instance is supposed to be.

I've tried validating the cache for Portal 2 and for the authoring tools, but to no avail. Google and the forum search hasn't helped either. What's going on here?

For reference the missing instance is ```
instances/underground/security_door_01_areaportalled.vmf

and it's included in

instances/multiplayer/two_player_airlock_underground.vmf
```