How to have a custom turret skin in your map

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Habzs
225 Posts
Posted Jul 03, 2012
Replied 15 minutes later

Scathach wrote:
I'm so sorry, I probably look like an idiot but this is the first time I ever tried to modify something in a game. How can I validate a file?

Open the Portal 2 properties window in Steam, click Local Files and Verify Integrity of Game Cache.

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Scathach
5 Posts
Posted Jul 03, 2012
Replied 19 minutes later
Okay, thank you. I followed all the steps until I came across with the line "Edit turrrt_casing.vtf/vmt to your heart's content. Here's what mine looks like:" How can I edit the color of the turret?
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FelixGriffin
2,680 Posts
Posted Jul 03, 2012
Replied 2 hours later
You'll need the program VTFEdit, which can turn VTF files into normal images which you can edit in GIMP or Photoshop or whatever. Download link http://nemesis.thewavelength.net/index.php?c=238#p238.

Then, after editing the image however you want, put it back into VTFEdit and it will turn back into a VTF file.

I look forwards to seeing whatever mods you make, Scathach! :smile:

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Scathach
5 Posts
Posted Jul 03, 2012
Replied 1 hour later
How do I turn the vtf file into jpeg or how do I turn the jpeg file back to vtf, I tried a bunch of things but...
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Habzs
225 Posts
Posted Jul 03, 2012
Replied 15 minutes later

Scathach wrote:
How do I turn the vtf file into jpeg or how do I turn the jpeg file back to vtf, I tried a bunch of things but...

Using VTFEdit, Export the .VTF file to .jpeg.
To convert it back to VTF, save the .JPEG as a .VTF file in VTFEdit.

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Scathach
5 Posts
Posted Jul 03, 2012
Replied 30 minutes later
okay thanks,I did that and changed the color to sth reddish(it's below) just to try but it was white in the game
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FelixGriffin
2,680 Posts
Posted Jul 03, 2012
Replied 1 hour later
Ah. So did your hexed model work? As in, it showed up in the model viewer okay?

If it did, what did you name the model file?

Turn SmartEdit off in Hammer, and put that name into a field named "model". Then set the skin to "1 - Unused".

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tails4
10 Posts
Posted Dec 08, 2012
Replied 5 months later
Hey guys,
Sorry to resurrect an old post, but I'm having some trouble.

I'm trying to make a custom door to have along side other doors in a map.
I need this door to be able to be triggered by the proximity of the player (I can easily do that with normal doors).

I've created all my own as this tutorial recommends and so far, I've got my model in the map and it looks great!!
However, it's just sitting there as a model and isn't acting as a door.
I was wondering if there is any way I can get it to copy the behavior of the standard door "prop_testchamber_door".

Any help would be greatly appreciated! Thanks guys!

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tails4
10 Posts
Posted Dec 08, 2012
Replied 28 minutes later
Or is there a way to trigger a script which changes the model of a specific entity, as soon as the map loads?
i.e. once the map loads, it changes the model of door2 to a different model.

any ideas?
some guys explored a similar idea here: post76462.html#p76462

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CamBen
973 Posts
Posted Dec 09, 2012
Replied 3 hours later
Just put a prop dynamic down, and tell it to play an animation and play an ambient generic.
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tails4
10 Posts
Posted Dec 09, 2012
Replied 13 minutes later
If i use prop dynamic though, I can't seem to be able to trigger it using a trigger_multiple, because the only options that are available are "AddHealth, AddOutput, Alpha, etc...".
See what I mean? I feel like I'm doing something wrong though...
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Skotty
671 Posts
Posted Dec 09, 2012
Replied 4 hours later
You need SetAnimation <animationname>.
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tails4
10 Posts
Posted Dec 09, 2012
Replied 45 minutes later
That's great, thanks so much!!! I've got that going pretty well now.
Thanks for your help!

Any ideas getting the sounds to play along as well? They don't seem to be working by default for me.
Would creating another trigger for the audio file be the best way??

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Skotty
671 Posts
Posted Dec 09, 2012
Replied 3 hours later
Yes. You need an ambient_generic to do this.
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tails4
10 Posts
Posted Dec 09, 2012
Replied 9 hours later
Yeah I know that, but can I trigger the sound based on the animation state of the door? That's how I've been trying to do it and can't get any success
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CamBen
973 Posts
Posted Dec 09, 2012
Replied 42 minutes later
You can use the same trigger that opens the door, but not the door itself.
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tails4
10 Posts
Posted Dec 10, 2012
Replied 8 hours later
Yeah thats what I thought also, but I couldnt get it to work in my particular setup.
I'll attach a screenshot of what I've got going, but I cant use the same triggers, as the outside trigger sets the door to close and the inside one sets it to open.
I've got it this way so that the door will open when the player walks close,but closes when the walk away from it.

Any thoughts?

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josepezdj
2,386 Posts
Posted Dec 10, 2012
Replied 10 minutes later
First of all there is a better approach to that using the trigger_multiple. Just make it the size you want it to make the door to stay open, then use:

  • OnStartTouch > [door name here] > SetAnimation > Open
  • OnStartTouch > [door sound name here] > PlaySound

  • OnEndTouch > [door name here] > SetAnimation > Close

  • OnEndTouch > [door sound name here] > PlaySound

For this setup you'd better watch out where your trigger brush ends in order to not close right in the player's nose :biggrin:. If you want your door to close right after the player has crossed the door, make sure your trigger brush ends right after the door ends. Anyway, you can also make the trigger brush overpass the door so it closes when the player is that same far than in previous room.

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tails4
10 Posts
Posted Dec 10, 2012
Replied 2 hours later
Ahhhhh I can't believe I didnt think of that!! Thank you so much, everybody!!!!
It works perfectly now.
Also, if I add another trigger around the main trigger, I can tell it to disable the main trigger, making my door a 1-way door!!!

You guys are incredible. Thank you :thumbup: :thumbup: :thumbup:

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FelixGriffin
2,680 Posts
Posted Dec 10, 2012
Replied 1 minutes later
You could also just put the trigger only on one side. :wink:

Glad you got it working! What's the custom door for?