After importing to Hammer I've got two rooms in the start

Avatar
Ricardo707
5 Posts
Posted Apr 30, 2013
Hi, I'm sorry if it was asked before, anyway I couldn't find it on the forum neither googling...
My problem is after importing a map from PeTI to Hammer and compiling it to play. I imported it because I only want to upload it to Workshop and it has so many items, I don't want to do any changes.

My question is: why after compiling it in Hammer and playing it I have to go through two starting rooms after beginning the map? and how can I have one room only, as PeTI does?

Thank you in advanced! :thumbup:

Advertisement
Registered users don’t see ads! Register now!
Avatar
Ultiman9711
118 Posts
Posted Apr 30, 2013
Replied 8 hours later
If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.

If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.

If this isn't what you mean, then post pics of the two rooms.

Avatar
Gemarakup
1,183 Posts
Posted May 01, 2013
Replied 3 hours later

Ultiman9711 wrote:
If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.

If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.

If this isn't what you mean, then post pics of the two rooms.

I thought you have to manually set the player start in the elevator with a parameter in one of the instances.

Avatar
Ultiman9711
118 Posts
Posted May 01, 2013
Replied 1 hour later

yishbarr wrote:
Ultiman9711 wrote:

If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.

If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.

If this isn't what you mean, then post pics of the two rooms.

I thought you have to manually set the player start in the elevator with a parameter in one of the instances.

Last time I tried doing the PTI export, the map started in the elevator. Although that was a while ago, there is a chance that when the puzzle is exported the parameter is set to start in elevator. My theory is that when you compile in PTI the parameter is set to start in the hallway.
As well, the map that you export is a .vmf, not .bsp, so the parameter can be set at compile time by PTI. When you compile to publish on workshop, the parameter is changed. Looking at carl.kenner's styles mod could be of some help in verifying this as it has the ability to choose where you spawn in the PTI. I'll take a look at the scripts and post if my theory is plausible or even true.
Edit: If somebody already knows, then shed us some light on if my theory is true or not. It definitely seems plausible to me. And I typed this all on my mobile device at midnight, so I apologize for spelling/confusing explanations.

Avatar
FelixGriffin
2,680 Posts
Posted May 01, 2013
Replied 6 hours later
You're right, there is a parameter like that that's set at compile time. Puzzlemaker_export should set it to start in the elevator. Preview.vmf should not.
Avatar
Ricardo707
5 Posts
Posted May 02, 2013
Replied 1 day later
So are you meaning there is a command to export the map without the teleport and don't you know which is it?
Or are you meaning I should make a preview of a map and take the Preview.bsp file to import on Hammer editor?

If you're meaning the first thing, I hope anyone can help me and the other users that can be got in this trouble.
If you're meaning the second one, it isn't possible to me to take the Preview.bsp file because it has 'too many items' as explains PeTI editor, so I can't build the geometry and therefore I couldn't preview it to take the file... and I would like to ask for another way to solve it!

And of course, thanks everybody for all the answers! :thumbup:

P.S. Can somebody tell me the differences between Preview.vmf and Preview.bsp files?

Avatar
FelixGriffin
2,680 Posts
Posted May 02, 2013
Replied 1 hour later
VMF is editable. BSP is playable. VBSP turns a VMF into a BSP.

Puzzlemaker_export "MAP_NAME_HERE" in the console exports the map to MAP_NAME_HERE.vmf, but if you can't build it it's not possible to import it into Hammer.

Avatar
Gemarakup
1,183 Posts
Posted May 03, 2013
Replied 14 hours later
P2C is editable in PTI. The command converts it to a vmf. Build converts it to a vmf and then activates VBSP to convert the file to a BSP. VBSP converts vmf to BSP.
Avatar
Ricardo707
5 Posts
Posted May 05, 2013
Replied 2 days later

I'm a mapping noob.

I'm a little confused because I don't know the mean of most of these abbreviations, like P2C or VBSP.
But I google'd them and I think P2C is the file of a chamber being edited in PeTI and VBSP is Hammer VMF-BSP conversor. Correct me if I'm wrong. :lol:

So I will explain my problem in images, there are notes on the two last captures. Note that this is the Workshop final version of the map, but I would like to make it with a simplier start chamber, without teleport and I would like to change the 02 number to 01, 00 or other. If the number can't be changed I would like to know how to delete that chamber and make the PeTI one, without the item that shows the chamber number.

http://k34.kn3.net/A06B72842.png

http://k41.kn3.net/B36F7089C.png

http://k45.kn3.net/1BC52876B.png

http://k44.kn3.net/7290B2245.png

And again, thanks a lot everybody for helping!

Avatar
FelixGriffin
2,680 Posts
Posted May 05, 2013
Replied 2 hours later
We don't have permission to view those files, check if they're private. :wink:
Avatar
Ricardo707
5 Posts
Posted May 05, 2013
Replied 2 hours later

FelixGriffin wrote:
We don't have permission to view those files, check if they're private. :wink:

No problem. I just uploaded them in a .zip on a hosting-files page.

Mirror 1: https://mega.co.nz/#!6VlxyZCC!eBLAVjdZm ... DuNOPStuCA
Mirror 2: http://rghost.net/45794282

Avatar
ChickenMobile
2,460 Posts
Posted May 06, 2013
Replied 14 hours later
Ricardo you can attach images to your post using the Upload attachment button. We discourage external links unless it is from steam as not all hosting sites are virus-free. Thanks.
Avatar
josepezdj
2,386 Posts
Posted May 06, 2013
Replied 3 hours later

Ricardo707 wrote:
No problem. I just uploaded them in a .zip on a hosting-files page.

Mirror 1: https://mega.co.nz/#!6VlxyZCC!eBLAVjdZm ... DuNOPStuCA
Mirror 2: http://rghost.net/45794282

That double room is the normal design when you make PTI maps :biggrin: there's the elevator part, then the lightboard hall, then the map. If you are about to change things in hammer, you can easily erase that intermediate room if it's so annoying to you.

About the numbers in the lightboard, I believe that "02" is because you have another published map in your workshop, or maybe because, even though it's not published yet, there is another saved map in your puzzle creator library.

Avatar
FelixGriffin
2,680 Posts
Posted May 06, 2013
Replied 6 hours later
The world portal door is a bit annoying, but you can change it by changing it to a prop_testchamber_door and moving the various pieces together in Hammer.
Advertisement
Registered users don’t see ads! Register now!
Avatar
Ricardo707
5 Posts
Posted May 07, 2013
Replied 17 hours later
Many thanks everybody, you solved my doubt!

ChickenMobile wrote:
Ricardo you can attach images to your post using the Upload attachment button. We discourage external links unless it is from steam as not all hosting sites are virus-free. Thanks.

Sure, next time I will attach them on the forum, thanks to you!