trying to make stairs with arm panels help

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srs bsnss
552 Posts
Posted May 19, 2013
Replied 42 minutes later
For a lift with a brush on it, you'll have to modify the lift_standalone instance slightly, by parenting a func_brush to the platform part. Alternatively, use this instance: Portalable Piston Instance for PTI and just retexture the panel.
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harmeister
18 Posts
Posted May 19, 2013
Replied 20 minutes later
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?

Sincerely,
Harley Frank

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BlackWolfe
55 Posts
Posted May 19, 2013
Replied 4 hours later
I prefer to make the panel itself a func_movelinear and parent the piston to it, but that's just me.

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.

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harmeister
18 Posts
Posted May 19, 2013
Replied 1 hour later
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

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Gemarakup
1,183 Posts
Posted May 19, 2013
Replied 38 minutes later

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.

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Lpfreaky90
2,842 Posts
Posted May 19, 2013
Replied 25 minutes later

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.

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harmeister
18 Posts
Posted May 19, 2013
Replied 3 minutes later
Ok here I fixed it: http://www.mediafire.com/view/?lgoqk004uwb60bu

Sincerely,
Harley Frank

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FelixGriffin
2,680 Posts
Posted May 19, 2013
Replied 1 hour later
The entities you probably want for basic lighting are "light" and "light_spot" (for light coming from a point in the map and a point at the edge, like an observation room or a hole, respectively).
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Gemarakup
1,183 Posts
Posted May 19, 2013
Replied 29 minutes later
Don't you need light_env for an overgrown chamber skybox?
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RectorRocks
522 Posts
Posted May 19, 2013
Replied 5 minutes later

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...

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harmeister
18 Posts
Posted May 19, 2013
Replied 1 hour later

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!

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FelixGriffin
2,680 Posts
Posted May 19, 2013
Replied 1 hour later
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.

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Gemarakup
1,183 Posts
Posted May 19, 2013
Replied 39 minutes later

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?

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FelixGriffin
2,680 Posts
Posted May 19, 2013
Replied 47 minutes later
Try it. But really the only way to walk on the ceiling is to build your room upside down.
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harmeister
18 Posts
Posted May 20, 2013
Replied 21 hours later
Ok I will try it and let you know how it works.

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

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FelixGriffin
2,680 Posts
Posted May 20, 2013
Replied 5 hours later
Sure, make a prop_static with a vactube model. (Filter for "vactube" in the browser.) Then either run your paint_sprayer paint through the vactube or use an info_particle_syatem with one of the blob_curve effects.
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harmeister
18 Posts
Posted May 20, 2013
Replied 4 minutes later
Wait what?

Sincerely,
Harley Frank

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harmeister
18 Posts
Posted May 21, 2013
Replied 19 hours later
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

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Gemarakup
1,183 Posts
Posted May 21, 2013
Replied 30 minutes later

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

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harmeister
18 Posts
Posted May 21, 2013
Replied 5 minutes later
What classifies as a vertex texture?

Sincerely,
Harley Frank