How to modify your maps for the upcoming workshop

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Motanum
248 Posts
Posted May 06, 2012
This is a tutorial I made today about the upcoming workshop.

It deals about how to integrate the new features into your hammer made maps.

Ui2tdv2fbfc

In this tutorial you will learn how to
Play Cave Johnson Lines
Add a custom light board
bring up the rate window
publish a hammer map to the workshop
I plan to do another tutorial, of advanced hammer/workshop features, so you can have more freedom with lightboard, bringing the rate window and playing lines.

The video contains spoiler for the first cave johnson line.

Hope it is useful!

Also, its my first tutorial video. So, give me a break (and tips, mostly tips)

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RubyCarbuncIe
303 Posts
Posted May 06, 2012
Replied 8 minutes later
Thanks for the video. I haven't gotten all the way through it but it's nice to see how things work when the map is ported from the in-game editor. For a first tutorial you are doing pretty well.
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Motanum
248 Posts
Posted May 06, 2012
Replied 2 minutes later
Thanks! The only problem is the lag when I go into the game (Should have used fraps for that). And the fact that people won't get the instances until tuesday.

I also hope Valve doesn't change some of the way stuff in the video works, or I would have to redo a tutorial with the updated instances :p

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RubyCarbuncIe
303 Posts
Posted May 06, 2012
Replied 6 minutes later
I wouldn't really worry too much about that. You could always add an annotation to the video saying that a few of the instances were changed. From the look of it though most of the instances you used, like the lightboard and elevators, were already in the game to begin with. So I doubt there would be too much trouble with. I could, however, be mistaken about that though.
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Motanum
248 Posts
Posted May 06, 2012
Replied 11 minutes later

RubyCarbuncIe wrote:
I wouldn't really worry too much about that. You could always add an annotation to the video saying that a few of the instances were changed. From the look of it though most of the instances you used, like the lightboard and elevators, were already in the game to begin with. So I doubt there would be too much trouble with. I could, however, be mistaken about that though.

The only 2 instances that are alrady in the game are the first 2 I called. The arrival elevator.

All others are under p2editor folder, and as such, are not out to the public yet.

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RubyCarbuncIe
303 Posts
Posted May 06, 2012
Replied 4 minutes later

Motanum wrote:

The only 2 instances that are alrady in the game are the first 2 I called. The arrival elevator.

All others are under p2editor folder, and as such, are not out to the public yet.

Hmm, I see I guess a few things have changed from what is already out. I look forward to seeing just how many new instances there are to play with. By the way your test chamber looks interesting, I stopped watching once you went in-game because I'd like to play through it sometime.

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hemotem
21 Posts
Posted May 06, 2012
Replied 3 minutes later
Thank you for the work!!
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Motanum
248 Posts
Posted May 06, 2012
Replied 17 minutes later

RubyCarbuncIe wrote:
Motanum wrote:

The only 2 instances that are alrady in the game are the first 2 I called. The arrival elevator.

All others are under p2editor folder, and as such, are not out to the public yet.

Hmm, I see I guess a few things have changed from what is already out. I look forward to seeing just how many new instances there are to play with. By the way your test chamber looks interesting, I stopped watching once you went in-game because I'd like to play through it sometime.

Its actually quite bad :p I might just finish it quickly if I get the time :p

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Another Bad Pun
516 Posts
Posted May 06, 2012
Replied 12 minutes later

One question though. Can you use different entrance elevator instances than the ones you used, or do they have to be those specific ones?

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Motanum
248 Posts
Posted May 06, 2012
Replied 6 minutes later

Another Bad Pun wrote:

One question though. Can you use different entrance elevator instances than the ones you used, or do they have to be those specific ones?

I used those specific ones, the problem I had was that when I used elevator_entrance, I could not get the lines to work. And those I used did work pretty simply.

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ChickenMobile
2,460 Posts
Posted May 07, 2012
Replied 10 hours later
So if all they are using are instances, then we could probably decompile the entities that do the rating system etc. and put them normally in hammer... while still be able to upload it to the workshop...
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Lpfreaky90
2,842 Posts
Posted May 07, 2012
Replied 15 minutes later

chickenmobile wrote:
So if all they are using are instances, then we could probably decompile the entities that do the rating system etc. and put them normally in hammer... while still be able to upload it to the workshop...

It's only a matter of adding one instance that ships with the update for the rating

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Motanum
248 Posts
Posted May 07, 2012
Replied 7 hours later

chickenmobile wrote:
So if all they are using are instances, then we could probably decompile the entities that do the rating system etc. and put them normally in hammer... while still be able to upload it to the workshop...

The rating window is easy. Its the lines that are giving me a headache.

I plan to do a tutorial about it today or tomorrow the latest

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Groxkiller585
652 Posts
Posted May 09, 2012
Replied 2 days later

chickenmobile wrote:
So if all they are using are instances, then we could probably decompile the entities that do the rating system etc. and put them normally in hammer... while still be able to upload it to the workshop...

I can confirm this: I made the instance into a prefab for testing, and it uploaded

(this was during beta, prolly still applies now)

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msleeper
4,095 Posts
Member
Posted May 09, 2012
Replied 12 minutes later
Somebody make a "workshop hacks" thread for stuff like that and I'll sticky it.
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Patches34
26 Posts
Posted May 09, 2012
Replied 44 minutes later
First off Motanum thanks so much for making all of these videos.

I was hoping someone would be able to point me in the right direction to fix a small problem I am having with the new exit instances in p2editor. I am in the process of modifying all of my maps to work with the workshop, but I am getting an error with the new door_exit_1 instance. When I compile the map it says I have a leak in an area portal, and I have narrowed it do to when I use this instance I get the leak. I have attached my vmf for anyone to look at and see what I am doing wrong.

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Motanum
248 Posts
Posted May 10, 2012
Replied 1 hour later

Patches34 wrote:
First off Motanum thanks so much for making all of these videos.

I was hoping someone would be able to point me in the right direction to fix a small problem I am having with the new exit instances in p2editor. I am in the process of modifying all of my maps to work with the workshop, but I am getting an error with the new door_exit_1 instance. When I compile the map it says I have a leak in an area portal, and I have narrowed it do to when I use this instance I get the leak. I have attached my vmf for anyone to look at and see what I am doing wrong.

That instances has an areaportal, I recomend you open it in hammer and drag that area portal so it is sealed by the brushes of the instance.

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Motanum
248 Posts
Posted May 10, 2012
Replied 2 minutes later

msleeper wrote:
Somebody make a "workshop hacks" thread for stuff like that and I'll sticky it.

At least in the beta you could upload maps that give you like 30 achievments immediatly. Don't care, I already got all of them legitly :p

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Vordwann
767 Posts
Posted May 10, 2012
Replied 7 hours later

Questions:

  1. Can you pack custom content into a .bsp to upload to the workshop?

  2. Can you upload co op maps to the workshop?

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MrLate
159 Posts
Posted May 10, 2012
Replied 3 hours later
  1. Yes, with pakrat (or similiar program)
  2. No