The ThinkingWithPortals Map Showcasing Thread
Groxkiller585 wrote:
CamBen wrote:unbelievably epic. The player tracking:
1a you make use a func_tanc to rotate the core around and also look up and down.
1b name it tank_core
1c parent the core model to tank_core.
2a make a func_tank that rotates only around.
2b name it tank_body
2c Parent everything else onto it.also, Cant you use a logic_auto to: [OnMapSpawn (turrets) SetParent tank_body] ?
Turrets won't parent to anything, but he CAN make them stop by telling them to stop physics motions (it's a prop_physics input but it works for turrets). This would keep them in place and make them still function.
The turrets are already motion disabled, they were meant not to rotate. The core looking towards the player is the main and final step. Still trying to figure out how to use a func_tank, the mapping wiki wasn't any help.
chickenmobile wrote:
You don't need to parent a game_ui in order to activate it. Use an output.
But I need to have it activate if the player looks directly at a certain entity, and I can't use trigger_looks for it. I was hoping to use the built-in view tracking. Is that possible?
An env_entity_maker has the flag: ForceSpawn: Only if the player isn't looking. Although this might need a bit of clever outputs in order to get it working.
Also why cant you use a trigger_look?
As soon as I release my Aperture Offices map, I'll upload an instance of my "Angry Hover Turret" for everyone to use.
Imported some prop from the source 2007 shared models.gcf (trees were used mainly in HL2), atm just added them to an existing map, will use them in my next one:

ofc I'll only use 1-2 tree from HL2, will ask valve if its allowed or not. If not, then it will have less tree and more grass 
)
Quote:
...but what could be done to outside testing that would separate it from inside testing?
for example using the terrain to reach things, limited fling capacity (with unusually angled surfaces), and can use physics and events too (for example removing debris from a button to be able to use it, finding indicator pieces which concept needs a very decayed test area, using water to float/travel wooden cubes, breakable objects, etc), but mainly because I like the sunshine and the green environment after the dark scary chambers. 
Quote:
I don't think you'll need to ask Valve. Those props are in the Source SDK, which you can get free with TF2.
ye, I took them from the source shared models/materials .gcf, but I want to be sure.
My main problem was to find out which files I need (seems portal2 uses onle the .dx90.vtx, and 2-3 other file), plus the textures, normalmap, bumpmap blend textures etc... Had to keep the filesize low while including all object/text + music.
You can run around in the small valley area, dl here, no test or puzzle, just the eyecandy. (25MB)
anyway, heres a screeny.
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.
DaMaGepy wrote:
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.
And thus the floodgates are opened.
DaMaGepy wrote:
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.
Wow, you've actually managed to reach valve employees with this question :thumup:
I've sent at least 5 emails to different addresses, made a bunch of forum posts on the official forums and I've poked valve employees on skype and never got any reply 
But this is of course awesome news 

Dont know if its only for me, but I heard that using files from the shared (and not from the specific games) is ok. And since you have Portal 2, then so the files. Tho they are not listed in texture/model browser (maybe to make the long list more clear and related).