This is not the thread you are looking for
EDIT: Portal 2 now just freezes halfway through the loading everytime i use the imported skyboxes
EDIT: Might also be the Moon surface i used from the end level that i retextured with grass
ChickenMobile wrote:
check the .vmt's that they give you with the download. Just like I said before, add in the $hdrbasetexture value in and save it.
HOW! I cant even figure out what opens a vmt.
Check the attached zipped file, you've got the .vmf file (in the case you want to compile it yourself and check if it all goes well), the .bsp and also the skybox textures.
Place both the .vmf and the .bsp into portal 2/sdk_content/maps folder. Place the textures (12 files) inside portal 2/portal2/materials/skybox. If you want to run the map, you'll have to place a copy of the .bsp into portal 2/portal2/maps or portal 2/portal2_dlc2/maps... or compile the .vmf, ok? I suggest you this one to check if hammer works well.
Please do, and test the map and let me know if it works or not. I swear, if you don't post anything related to this and we can go step by step to see your mistakes, I give up.
Fracture wrote:
ChickenMobile wrote:check the .vmt's that they give you with the download. Just like I said before, add in the $hdrbasetexture value in and save it.
HOW! I cant even figure out what opens a vmt.
Notepad.
Thanks, this has been great. A huge migraine over something so stupid as this
Did you actually follow any tutorials whatsoever?
- rt = right
- lf = left
- ft = front
- bk = back
- dn = down
- up = obvious
Those are the sides of the sky box 
There is still the other question, I'm gonna have to pakrat this, aren't i?
Skybox textures can be packed using pakrat's "automatic scan" feature. Check this tutorial.
Fracture wrote:
So apparently it isn't important enough for anyone to tell me to remove the two letters at the end of the textures name that dictate the 4 textures that make up the sky that i must put in the map properties skybox section. >_<Thanks, this has been great. A huge migraine over something so stupid as this
You are doing it again. Nowhere in this thread did you give the slightest hint that you have trouble understanding what those extensions mean and out of nowhere you insult everyone trying to help here.
You place the textures with the rt, lf, ft, bk, dn, up added to their names in your materials/skybox-folder. Then, in Hammer, you don't touch these at all. You only apply the toolsskybox-texture to surfaces that you want to have the skybox-texture later. Then you do what Josepezdj already told you: Go to Map > Map Properties and there enter the name of the skybox textures you copied into the materials folder WITHOUT any of the directional additions.
A very basic skybox in Portal 2, used for the overgrown theme, is sky_white, it's just white. Still it has lf rt.... extensions when you browse for it in the texture browser. But in the Map properties you only type "sky_white" to use it.
Maybe this helps:
https://dl.dropbox.com/u/37801279/twp/skybox_text.7z
It contains a custom sky texture and a nice working 3d skybox.
Someone lock this thread. I got what i needed
And this is you right now.
Completely agreeing with zivi on this one. I have a lot more to say but you will just continue to argue.
And no, I will not lock the thread because you have your answer. This is a public forum, not your forum.
There are billions of people who are pissed off all the time and they all have their reasons. Mine was that I was trying to do something and it wasn't going my way, I didn't want to wait for answers because I have a shitload of different things to deal with as it is and I just wanted to get something done as quickly as possible. The problem arose when people thought I had already any some idea as to what I was doing.
Sorry for my rage, But maybe next time try teaching things from the bottom up and not somewhere in the middle
EDIT: One last thing I need to know. Is it remotely possible for me to make objects in the small skybox audible to the the large room the player is in?
Fracture wrote:
EDIT: One last thing I need to know. Is it remotely possible for me to make objects in the small skybox audible to the the large room the player is in?
No. You will need to create these sounds in the larger map by either using ambient_generics or soundscapes.
- Click the entity tool on the sidebar to the left- On the 3D view click on a wall or floor to place it- Press alt+enter and look for / type in ambient_generic in the drop down menu of the dialogue at the top- Hit Apply in the dialogue- Highlight the SoundName value in your ambient_generic and click browse towards the right- Find your soundname by either scrolling or typing your soundname inside the filters option- Hit Ok and then Apply- In the 2D grid, move your sound to the correct position you want it to be- Using whichever method you would like to activate the sound, add an output from it to PlaySound
Remember that when compiling, putting an entity outside will leak, however parenting a sound and then moving it outside the map with outputs or other entities will not.
Was that in-depth and bottom up enough?
I was just about to post that I discovered an entity called env_microphone which apparently relays whatever it hears to an info_target.
Fracture wrote:
I was just about to post that I discovered an entity called env_microphone which apparently relays whatever it hears to an info_target.
I wouldn't use this entity as it will still need the info_target to be in your map.
In fact, the only great use about this entity is detecting sounds emitted from a certain entity.