This is not the thread you are looking for

Avatar
Fracture
797 Posts
Posted Nov 21, 2012
Replied 5 hours later
quick related question, when i use pakrat on this, do i have to retreive the files from their exact location in the game directory or can i just as easily grab it from the desktop?

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

Advertisement
Registered users don’t see ads! Register now!
Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 1 hour later

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.

Avatar
josepezdj
2,386 Posts
Posted Nov 22, 2012
Replied 40 minutes later
Fracture, I have made a test map for you in 5 minutes before coming to work. Let's check if it the problem is your hammer editor or you :biggrin:

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.

Attachments
Fracture.7z
1.54 MB 40 downloads
Avatar
Lpfreaky90
2,842 Posts
Posted Nov 22, 2012
Replied 5 minutes later

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.

Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 9 minutes later
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

Avatar
ChickenMobile
2,460 Posts
Posted Nov 22, 2012
Replied 10 minutes later
Wow really?

Did you actually follow any tutorials whatsoever?

Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 7 minutes later
Yes, and to be honest, some of the people making tutorials out there really really....shouldn't
Avatar
josepezdj
2,386 Posts
Posted Nov 22, 2012
Replied 27 minutes later
Well, yes, if you check the names of the files they've got the actual name of the sky followed by:

  • rt = right
  • lf = left
  • ft = front
  • bk = back
  • dn = down
  • up = obvious

Those are the sides of the sky box :wink:

Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 11 minutes later
i dont even know how i got the first skybox working with the factory default. I had copied the name of it including the directional acronym.

There is still the other question, I'm gonna have to pakrat this, aren't i?

Avatar
josepezdj
2,386 Posts
Posted Nov 22, 2012
Replied 34 minutes later
Yes you are. But do not worry much about that because it is not difficult.

Skybox textures can be packed using pakrat's "automatic scan" feature. Check this tutorial.

Avatar
zivi7
649 Posts
Posted Nov 22, 2012
Replied 5 hours later

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.

Avatar
Lpfreaky90
2,842 Posts
Posted Nov 22, 2012
Replied 45 minutes later

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.

Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 2 hours later
I dont like you zivi. I wasn't even insulting anyone, I just got frustrated. Don't vindicate me for that. Your just making things worse.

Someone lock this thread. I got what i needed

And this is you right now.

Avatar
UsCobra11
272 Posts
Posted Nov 22, 2012
Replied 1 hour later
Sigh...
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.

Avatar
Fracture
797 Posts
Posted Nov 22, 2012
Replied 26 minutes later
He was demotivational and condescending. You are all probably thinking I am easily provoked, sociaopathic, impatient, and overall rude, And you would be right. But guess what, I aint the only one.
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?

Avatar
ChickenMobile
2,460 Posts
Posted Nov 22, 2012
Replied 4 hours later

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
  • Logic_timer which fires at a Random time- A trigger- In your sound's **flags**, tick the one that says **Play Everywhere** and untick the flag that says **Is not Looped** if it is a looping ambient sound.- etc.
  • 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?

    Avatar
    Fracture
    797 Posts
    Posted Nov 22, 2012
    Replied 4 minutes later
    oh....uhm.....That would probobly work

    I was just about to post that I discovered an entity called env_microphone which apparently relays whatever it hears to an info_target.

    Avatar
    ChickenMobile
    2,460 Posts
    Posted Nov 22, 2012
    Replied 7 minutes later

    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.

    Avatar
    Fracture
    797 Posts
    Posted Nov 22, 2012
    Replied 11 minutes later
    well i only need one entity to be heard, and the info_target does have a flag called transmit to client.
    Advertisement
    Registered users don’t see ads! Register now!
    Avatar
    ChickenMobile
    2,460 Posts
    Posted Nov 22, 2012
    Replied 6 minutes later
    If it does what you want it to do, then great.