I created a map with the puzzle creator then decompiled it and opened it in hammer. While yes, the textures and objects can be edited to some degree, don't even consider it possible to work with the triggers or I/O operations as every operation is run through several logic gates and proxies and its just overall a real shitstorm that nobody in their right mind would want to try and deal with. Its no wonder puzzle creator maps perform so poorly. There are so many textures being rendered that are unused by the maps and so many triggers and proxies that literally use the most roundabout way possible to perform even the most simple operations. In conjunction with hammer, the puzzle creator can be useful for prototyping ideas and maybe just setting up the general textural layout, but even with that theres more crap to clean out than really makes it worth it....
... Why would you decompile it? The puzzle creator gives you a raw VMF to work with.
Has anyone encountered a way to overcome the limit on the number of items you can place in a level yet? Lighting bigger and more complex levels is a pain in the butt with the limit they have placed on the number of items
So my puzzle had a massive bug in a water hazard. It seems if you have another water hazard directly below (less than 4096 units down) the trigger_hurts merge with each other.. Nice bug to have considering the limited space you can work with.
Anyway i fixed it up in the preview.vmf in hammer. Now how would i go about inserting the edited vmf back into portal to compile?
Because if i were to override the existing preview file it will be again overriden by the p2c file portal uses to store the map in-game.
You should go to advanced mode and pick Final mode for the best lighting effects.
I know how to compile a map, i want to know how i could go about re-inserting my edited preview.vmf back into portal so i can publish the map.
Nice tutorial! I'll have to start playing with that...