trying to make stairs with arm panels help
Sincerely,
Harley Frank
harmeister wrote:
Cool, um I placed an observation room instance and now my map is really dark. How can I make it brighter without having to put any light panel decals?
You need light sources. You can add env_light and other similar entities, but those are sourceless, and people will notice that, so you will need to put some models and/or overlays in the map as well. There's just no way to get around it.
Alternatively, you can set the ambient light of the level, but that doesn't look nearly as good.
Sincerely,
Harley Frank
harmeister wrote:
Ok, I have been doing some of the PTI stuff and then viewing it in Hammer. I noticed that in the game it looks like this anyways: http://www.mediafire.com/view/?myfiles#lgoqk004uwb60bu I am wondering if that is normal. Also, what's env_light? How does it work?Sincerely,
Harley Frank
You can look up any questions like this on the VDC. There's a link for it on "Portal 2 mapping wiki". In the search field, type what you want to know about and usually it takes you automatically to the page.
harmeister wrote:
Ok, I have been doing some of the PTI stuff and then viewing it in Hammer. I noticed that in the game it looks like this anyways: http://www.mediafire.com/view/?myfiles#lgoqk004uwb60bu I am wondering if that is normal./quote]
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Quote:
Also, what's env_light? How does it work?
Sincerely,
Harley Frank[
I think you mean a light_env? that's a light enviroment; it casts light from the tools/toolskybox texture; you hardly ever need to use it in portal 2 and it will also greatly increase your compile time.
Sincerely,
Harley Frank
yishbarr wrote:
Don't you need light_env for an overgrown chamber skybox?Lpfreaky90 wrote:
I think you mean a light_env? that's a light enviroment; **it casts light from the tools/toolskybox texture**; you hardly ever need to use it in portal 2...
Thanks although I don't know how to do a skybox yet, but I think I could figure it out. Here is another question. In the PTI builder I found what looks like a four panel thing stuck together that can go from 90 60 45 30 15 0 degrees. I guess the glass one is in a func_instance because the instance is: instances/p2editor/panel_clear.vmf. This is the properties: http://www.mediafire.com/view/?8ucjsr3lg4bb81m what does this mean and what if I want it to open like 90 or something how do I change that? How do I trigger it?
Also, I have an unrelated question and I am too lazy to make another thread so, gravity. To what extent can gravity go? Can you make like walls or blocks or something just spawn and fall? Or can you defy gravity and walk on the ceiling?
Sincerely,
Harley Frank
P.S.
I do want to thank you guys for the help. Most people would just shove me off, but you guys are really helpful!
Other questions: yes, func_physbox/phys_convert/prop_physics, no.
FelixGriffin wrote:
Change the parm to ramp_angle_deg_up and connect an input. But I wouldn't recommend using the PTI instances for anything outside the PTI.Other questions: yes, func_physbox/phys_convert/prop_physics, no.
What about phys_gravity or using world portals and trigger_catapult like the guy on the showcasting thread?
I see that there is a gel dropper, but is there a tube I can place to where you can see the gel before it gets to the dropper?
Sincerely,
Harley Frank
Sincerely,
Harley Frank
Sincerely,
Harley Frank
harmeister wrote:
I am trying to get my lighting just right here and here are some screen shots of what is going on. http://www.mediafire.com/folder/w11i6i3 ... 2_Lighting I don't know how to fix this because I guess the shadows or when you look at something, it lights up, but then darkens when you look away.Sincerely,
Harley Frank
Don't use a *_vertex texture
Sincerely,
Harley Frank