Making a Mod

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vinivite
49 Posts
Posted Sep 07, 2010
I'm new to portal mapping and modding... I made some shitty maps yet, but... I can't make a mod! I'm doing what this says http://developer.valvesoftware.com/wiki ... Portal_Mod
But, in this part I have problems:

||Mapping for your new mod

That should complete the setup of your mod. now you just need to add maps to play. start up the SDK, and change "engine version" to "The Orange Box". in the current game dropdown list, there should now be an option for "MyPortalMod" (or whaatever you named it). Now when you make maps in this configuration, it will save the BSP files to where you chose the BSPDir you should be good to go!||

When I open source SDK, it doesn't have "Orange Box" in engine versions! Just Source Engine 2009! And when I select Source Engine 2009, there's not my mod name, only the normal games from Orange Box!
What I do?!

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msleeper
4,136 Posts
Admin
Posted Sep 07, 2010
Replied 1 minutes later
Orange Box is Source 2009, that article should probably be updated.

But as for why your mod isn't showing up, that I'm not sure. Are you restarting the Source SDK window? You may have to do that.

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vinivite
49 Posts
Posted Sep 07, 2010
Replied 27 minutes later
WTF... seriously, the tutorial, was wrong. Someone must change it... it replaces the portal config with your mod config... but you must create a new config for your mod only... I made this and now everything's working! THANKS, lol.
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msleeper
4,136 Posts
Admin
Posted Sep 07, 2010
Replied 2 minutes later
Cool, glad you got it sorted out. :smile:
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hanging_rope
435 Posts
Posted Sep 08, 2010
Replied 20 hours later

vinivite wrote:
WTF... seriously, the tutorial, was wrong. Someone must change it... it replaces the portal config with your mod config... but you must create a new config for your mod only

You do have to do this. It is how Valve set it up. I think the tutorial was written by a valve employee.

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Omnicoder
299 Posts
Posted Sep 09, 2010
Replied 14 hours later

hanging_rope wrote:
vinivite wrote:

WTF... seriously, the tutorial, was wrong. Someone must change it... it replaces the portal config with your mod config... but you must create a new config for your mod only

You do have to do this. It is how Valve set it up. I think the tutorial was written by a valve employee.

Nah, that entire tutorial is written terribly and has a lot of unnecessary stuff going on. It's as simple as making a new folder in Sourcemods with the proper gameinfo.txt.

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vinivite
49 Posts
Posted Sep 09, 2010
Replied 5 hours later

Hey guys, there's another problem...
I'm trying to make the first testchamber of my mod, but I can't make the map works... and I can't find the correct tutorials at the wiki...
1- My wake-up bed isn't working... the sound effect of the bed cover opening occurs before it really opens, and chell don't wake up in the correct place... she wake directly on the bed, what make chell teleports in front of the it...
2- I don't know how to make GLaDOS talk. I tried to do what this link says http://developer.valvesoftware.com/wiki ... aDOS_speak but it didn't worked... is there other simply way to make she talks?
3- How I make a portal frame, where portals are made automatically, before you get the portal gun, like in the wake-up area on portal?
4- How do I modify the scene files?
5- How do I descompile original portal maps to edit them? I think I would learn much more if I could see how them were made!
And here is my map for download, in case you want to see what I did wrong:

http://tinyurl.com/mapfrommymod

Thanks for the help!

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msleeper
4,136 Posts
Admin
Posted Sep 09, 2010
Replied 21 minutes later
First off, read this thread if you haven't done so already.

vinivite wrote:
5- How do I descompile original portal maps to edit them? I think I would learn much more if I could see how them were made!

The program is called Vmex but don't ask how to use it around here. Decompiling is the original sin.

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hanging_rope
435 Posts
Posted Sep 10, 2010
Replied 12 hours later

Omnicoder wrote:
hanging_rope wrote:

vinivite wrote:

WTF... seriously, the tutorial, was wrong. Someone must change it... it replaces the portal config with your mod config... but you must create a new config for your mod only

You do have to do this. It is how Valve set it up. I think the tutorial was written by a valve employee.

Nah, that entire tutorial is written terribly and has a lot of unnecessary stuff going on. It's as simple as making a new folder in Sourcemods with the proper gameinfo.txt.

Oh crap, yeah. I just read through that tutorial, it is horrible. Anyone that knows how to make a mod properly should fix that. ( I don't know, otherwise I would do it)

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vinivite
49 Posts
Posted Sep 10, 2010
Replied 14 hours later

Quote:
Oh crap, yeah. I just read through that tutorial, it is horrible. Anyone that knows how to make a mod properly should fix that. ( I don't know, otherwise I would do it)

Well, how I edit the wiki, because I realised how to start making the mod, I just can't make maps yet... :confused:

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vinivite
49 Posts
Posted Sep 12, 2010
Replied 2 days later
Sorry for the double post, but I'm getting trouble here.
When I try to make the preplaced portal like explained here: http://halfwit-2.com/?page=tutorials&id=194, It don't work because there's no "prop_portal" on my entities list! And when I go on the original testchamber 00 on Portal there's no prop_portal there, only a gay man saying "OBSOLETE"... how I fix this... or this wasn't supposed to be fixed?

:sad:

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WinstonSmith
940 Posts
Posted Sep 12, 2010
Replied 6 minutes later

vinivite wrote:
Sorry for the double post, but I'm getting trouble here.
When I try to make the preplaced portal like explained here: http://halfwit-2.com/?page=tutorials&id=194, It don't work because there's no "prop_portal" on my entities list! And when I go on the original testchamber 00 on Portal there's no prop_portal there, only a gay man saying "OBSOLETE"... how I fix this... or this wasn't supposed to be fixed?

:sad:

Check to make sure the proper FGD is loaded for Hammer. Oh, and...

vinivite wrote:
...a gay man saying...

Huh? Bit of a snap judgement there, no?

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vinivite
49 Posts
Posted Sep 16, 2010
Replied 3 days later
How do I check if the proper FGD is loaded for hammer?
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Omnicoder
299 Posts
Posted Sep 16, 2010
Replied 53 minutes later

vinivite wrote:
How do I check if the proper FGD is loaded for hammer?

Options menu.

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yohoat9
274 Posts
Posted Sep 16, 2010
Replied 47 minutes later

Quote:
2- I don't know how to make GLaDOS talk. I tried to do what this link says http://developer.valvesoftware.com/wiki ... aDOS_speak but it didn't worked... is there other simply way to make she talks?

I don't know why it says ambient generic plays when you pause, it doesn't for me, yeah just use an ambient generic and a trigger brush or an output from when you pick something up, etc...

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p0rtalplayer
1,366 Posts
Posted Sep 16, 2010
Replied 1 hour later

yohoat9 wrote:
Quote:

2- I don't know how to make GLaDOS talk. I tried to do what this link says http://developer.valvesoftware.com/wiki ... aDOS_speak but it didn't worked... is there other simply way to make she talks?

I don't know why it says ambient generic plays when you pause, it doesn't for me, yeah just use an ambient generic and a trigger brush or an output from when you pick something up, etc...

if an ambient generic has started playing and you pause the game, the sound will continue playing. it's really annoying sometimes.

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MrTwoVideoCards
584 Posts
Posted Sep 16, 2010
Replied 4 hours later
I don't mean to be an ass or anything, but considering this is your first time mapping (and modding) you should read up as much as you possibly can on the VDC first.

In the long run it's going to help you improve your skills versus asking everyone for the quick answer. Plus, considering your creating a mod, you might want to go ahead and try getting to know the hang of mapping and source basics firsts, before jumping straight into making a full mod or anything like that.

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msleeper
4,136 Posts
Admin
Posted Sep 17, 2010
Replied 2 hours later

MrTwoVideoCards wrote:
you should read up as much as you possibly can on the VDC first.

Yeah, there's a reason I decomissioned the TWP wiki in favor of just getting more people using the VDC. In the long run, it's better.

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vinivite
49 Posts
Posted Sep 18, 2010
Replied 1 day later
Thanks for the help yohoat9, but I already realised how to make she talks... and I also know what I made wrong... now I can put prop_portal! The reason was that I did what that ridiculous tutorial on valve wiki said, but It's wrong and I corrected it...

BUT, there's more problems, as usually:
- I can't put a prop_physic with the model "radio_reference" or "table_reference" and I don't know why... when I put them on the map and play it, there's two huge ERROR signs... wtf I made wrong?!
Btw, the error that appears on the console when I run the map is:

Detail prop model models/props/lab_desk02/lab_desk02.mdl is using vertex-lit materials!
It must use unlit materials!

  • There's another error: I put a toilet (prop_detail), but when I walk close to it, the game crashes totally and closes.

What I do to corret those errors?
Thks.

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p0rtalplayer
1,366 Posts
Posted Sep 18, 2010
Replied 12 minutes later
Ok, the radio should be a prop_physics_override, the table should be either prop_Static or prop_dynamic, and the toilet should be either prop_static or prop_Dynamic

weird stuff happens if you don't have them correct. You can actually see in the model browser what kind of prop it needs to be, just go to the tab furthest to the right.