Official Help Thread - "wat is eror"
Jomonay wrote:
In the PTI, is there any way of sorting it so that two buttons complete one task e.g. opening a door, de-activating a fizzler ect?
You can have 2 buttons which both must be pressed to drop a cube or w/e, but you can't have one doing the same thing as the other.
Heil Hammer!
Keklolzor wrote:
Jomonay wrote:
In the PTI, is there any way of sorting it so that two buttons complete one task e.g. opening a door, de-activating a fizzler ect?> You can have 2 buttons which both must be pressed to drop a cube or w/e, but you can't have one doing the same thing as the other.Heil Hammer!
seperate unaccessable room.
1 laser, and 1 panel for each button, and a reciever
make the receiver activate what needs to be done, and the panels activate if the buttons are pressed.
you now have something that can be "activated" via multiple buttons. but do keep in mind, the targeted entities will need their starting position to be REVERSE to what you'd expect them to be.
it's wasteful in entities, but it works. I've used it a few times in my PTI maps.
I would need help on how to import portal's texture to portal 2 without getting this annoying texture on old models,
tried to make a .vpk and i don't know if i failed or it failed. halp?
Kopeke wrote:
I would need help on how to import portal's texture to portal 2 without getting this annoying texture on old models,
tried to make a .vpk and i don't know if i failed or it failed. halp?
You need to put the .vpk in a mod or dlc folder, not in the addons folder. (VALVe broke that a long time ago).
groxkiller585 wrote:
Kopeke wrote:
I would need help on how to import portal's texture to portal 2 without getting this annoying texture on old models,
tried to make a .vpk and i don't know if i failed or it failed. halp?>You need to put the .vpk in a mod or dlc folder, not in the addons folder. (VALVe broke that a long time ago).
So I would need to put them in the dlc2 folder for example? And if I did that would the correct textures would appear in the editor?
Kopeke wrote:
groxkiller585 wrote:
Kopeke wrote:
I would need help on how to import portal's texture to portal 2 without getting this annoying texture on old models,
tried to make a .vpk and i don't know if i failed or it failed. halp?>>You need to put the .vpk in a mod or dlc folder, not in the addons folder. (VALVe broke that a long time ago).>
So I would need to put them in the dlc2 folder for example? And if I did that would the correct textures would appear in the editor?
No, the .vpk is only those textures right? If so, it needs to be in a NEW dlc folder (ie dlc3) or in a mod.
Kopeke wrote:
Ok, I'll try it out, thank you again Grox
Your welcome 
I got a strange problem on my hands. I can't get an env_projectedtexture in my map to show up, no matter what I do. Twiddled with all the usual stuff; got nothing. I gave it a target name and tried to ent_fire it and the entity name did not show up. What the duck, guys?
vanSulli wrote:
The door sounds are not in the files.I got a strange problem on my hands. I can't get an env_projectedtexture in my map to show up, no matter what I do. Twiddled with all the usual stuff; got nothing. I gave it a target name and tried to ent_fire it and the entity name did not show up. What the duck, guys?
Check your compile log to make sure its not being removed for some reason
other than that I dunno.
But as they don't show up hammer, they are quite hard to use...
func_instances show up as 4x4x4 colored cubes, and measues 64 units the the side-viewports and whichever VMF I assign to it, it doesn't show up. (yes, yes, i've tried turning it off and back on again)
wat is eror?
do i have to move them to another folder?
vanSulli wrote:
Actually looking back, it is specifically Valve-only instances I'm having trouble with (the other ones are working fine now), so if anybody has news on whether they're totally broken or something that'd be great.
Last I checked everything was working fine...