Getting all the stuff togeather for release...

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AutoDMC
12 Posts
Posted Nov 13, 2007
Again, I've been cramming everything I can find on mapmaking.

Is there a "directory guide" on where to stash custom stuff for Portal levels? Like, if I make new sign textures, or new computer screen textures, or voice acting, or maybe I even acquire a new model for the level... I'm not sure where to put them for testing.

Also... say I've created a map with new voice acting in it. How do I package everything up for the downloads system, so that you guys can get a package, unpack it, then start up Portal and try out the map? Do I just give you guys a zip that dumps the new content into their respective folders (from Paragraph 1) and use them in my map file?

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indy
9 Posts
Posted Nov 13, 2007
Replied 45 minutes later
use "map analyst" to compile all the sounds and textures into your bsps.
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msleeper
4,095 Posts
Member
Posted Nov 13, 2007
Replied 59 minutes later
Not sure I understand what you are asking. Materials should go in the /portal/materials/ directory, sounds should go in the /portal/sound/ directory, so on. Look in the Portal GCF to get an idea of the layout.

As for including the files with your release, I've never heard of "map analyst". I'd recommend PakRat, it has been around since the start and is the best at including files into your BSP. It will zip all of your files into your BSP, so you don't have to worry about people putting files in the wrong place.

And after you do that, don't forget to make a Bonus Map Script.