How do I change .vmf files to .bsp files?

Avatar
Portal3game83
12 Posts
Posted May 18, 2013
I made a map in Puzzle Maker. I exported it to Hammer and changed some textures. Now, I want to upload it to the Workshop. but, the uploader only allows .bsp files, and hammer only saves mine as .vmf files! :turret: :turret: :turret: :turret: :turret: :turret: :turret: :turret: :turret: :turret: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake: :cake:
Advertisement
Registered users don’t see ads! Register now!
Avatar
iWork925
1,080 Posts
Posted May 18, 2013
Replied 50 minutes later
img
Avatar
Portal3game83
12 Posts
Posted May 18, 2013
Replied 6 minutes later

iWork925 wrote:

Um... how does that help me in any way?

Avatar
Ultiman9711
118 Posts
Posted May 18, 2013
Replied 22 minutes later
You need to compile the map first. Press F9 on your keyboard when in Hammer to open a menu, from which you can set numerous different options. If you are simply testing a map, select "Normal" for VBSP, VVIS, and VRAD, but only do "Normal" if it is a PTI map or very well optimized. If you are publishing to workshop after compile, go into "Expert" mode [lower left corner of menu] and select from the list on the left-hand side "-full (Slow!". Hope this helps! :thumbup:
Avatar
iWork925
1,080 Posts
Posted May 18, 2013
Replied 9 minutes later

Portal3game83 wrote:
iWork925 wrote:

Um... how does that help me in any way?

Oh gee, I dont know... maybe it lets you know that I'd rather set my computer of fire and kill myself then answer you idiotic, inane question that could EASILY be answered by the worlds simplest google search. http://bit.ly/19Lmve3

Avatar
Portal3game83
12 Posts
Posted May 18, 2013
Replied 3 hours later

Ultiman9711 wrote:
You need to compile the map first. Press F9 on your keyboard when in Hammer to open a menu, from which you can set numerous different options. If you are simply testing a map, select "Normal" for VBSP, VVIS, and VRAD, but only do "Normal" if it is a PTI map or very well optimized. If you are publishing to workshop after compile, go into "Expert" mode [lower left corner of menu] and select from the list on the left-hand side "-full (Slow!". Hope this helps! :thumbup:

materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading c:\users\christopher\desktop\v2.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/bens_extended_editor/door_entrance_5.vmf

Avatar
Flo2912
80 Posts
Posted May 18, 2013
Replied 2 hours later
Try to move the VMF-File to "C:\Program Files (x86)\steam\SteamApps\common\Portal 2\sdk_content\maps"
seems that Hammer doesn't like it when the VMF is at another location...
Avatar
Portal3game83
12 Posts
Posted May 18, 2013
Replied 11 minutes later
I compiled my map but couldn't find the .bsp anywhere!
Avatar
Flo2912
80 Posts
Posted May 18, 2013
Replied 2 minutes later
It should be in "C:\Program Files (x86)\steam\SteamApps\common\Portal 2\sdk_content\maps"
and there is also a copy in "C:\Program Files (x86)\steam\SteamApps\common\Portal 2\portal2\maps" (Game needs it for launching after comoiling). It has the same name as the vmf^^
Avatar
Portal3game83
12 Posts
Posted May 18, 2013
Replied 37 minutes later

Flo2912 wrote:
It should be in "C:\Program Files (x86)\steam\SteamApps\common\Portal 2\sdk_content\maps"
and there is also a copy in "C:\Program Files (x86)\steam\SteamApps\common\Portal 2\portal2\maps" (Game needs it for launching after comoiling). It has the same name as the vmf^^

Thanks. :wink:

Avatar
BenVlodgi
633 Posts
Posted May 18, 2013
Replied 29 minutes later

iWork925 wrote:
img

lol, my thoughts exactly

Now for some real advice, learn to map... don't export PTI maps and edit them
make real maps, they will be so much better, and you'll feel better, you'll get a girlfriend and your life will be complete.... do it

Avatar
iWork925
1,080 Posts
Posted May 18, 2013
Replied 2 hours later

BenVlodgi wrote:
Now for some real advice, learn to map... don't export PTI maps and edit them
make real maps, they will be so much better, and you'll feel better, you'll get a girlfriend and your life will be complete.... do it

:potd:

Avatar
FelixGriffin
2,680 Posts
Posted May 18, 2013
Replied 47 minutes later
Honestly, if we respond like this when PTI users are starting to learn Hammer, they aren't going to continue with it. I'm sure we all asked stupid questions too when we first learned to map.

Portal3game83, Ben is right, it's a good idea to start making a new map from scratch at first than to edit a PTI map. PTI maps are an awful mess compared to normal Hammer maps. Try looking at some of the examples VALVe provided from the original game for ideas, and try following this tutorial. There should be a more detailed second part to that somewhere, I'll see if I can find it. Hammer seems ridiculous compared to the PTI editor at first, but once you get the hang of it it's a really powerful tool.

Avatar
User
630 Posts
Posted May 19, 2013
Replied 4 hours later

FelixGriffin wrote:
Honestly, if we respond like this when PTI users are starting to learn Hammer, they aren't going to continue with it. I'm sure we all asked stupid questions too when we first learned to map.

Portal3game83, Ben is right, it's a good idea to start making a new map from scratch at first than to edit a PTI map. PTI maps are an awful mess compared to normal Hammer maps. Try looking at some of the examples VALVe provided from the original game for ideas, and try following this tutorial. There should be a more detailed second part to that somewhere, I'll see if I can find it. Hammer seems ridiculous compared to the PTI editor at first, but once you get the hang of it it's a really powerful tool.

Ofcourse, its very badly to begin Hammer, with PTI xD
I mean, this is weird to map like the Pti maps :biggrin:

Avatar
iWork925
1,080 Posts
Posted May 19, 2013
Replied 49 minutes later
I wasnt refering to the question, I was talking about all the emoticons he posted.
Avatar
BlackWolfe
55 Posts
Posted May 19, 2013
Replied 19 minutes later
I dunno, I'm finding that PTI is a good way to rough out an idea. I'm not overly fond of the instances they use for, like, everything, or the cubes they build maps out of, or...

You know what? You guys are right, but I still think it's a good, fast way to rough out an idea.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Lpfreaky90
2,842 Posts
Posted May 19, 2013
Replied 2 hours later

BlackWolfe wrote:
I dunno, I'm finding that PTI is a good way to rough out an idea. I'm not overly fond of the instances they use for, like, everything, or the cubes they build maps out of, or...

You know what? You guys are right, but I still think it's a good, fast way to rough out an idea.

The PTI is a great tool to build PUZZLES. It's a quick and dirty method of creating a lot of puzzles. In general it cuts down the time before you have something properly playable a lot. However; it doesn't give you nice maps.

If you want to make nice maps; use hammer, and if you want you can use the PTI to concept things.
If you want to make nice looking puzzles; use hammer, keeping the PTI geometry and all generally won't get you a better looking map.
If you want to make a puzzle and you don't care for the looks; go for the PTI.

Just my two cents.