Portal 2 Level Design @ VDC
So, my question is, 1.) should I wait to change the header link here over to the Portal 2 VDC page or wait for the SDK to be out, and 2.) should we promote people writing pre-SDK tutorials which may possibly be invalidated when the SDK is released?
[2] Nah, bad idea due to the possible changes you also mention
I think we need to start somewhere regardless. Someone should make some templates for Portal 2. Specifically to address the keyvalues in ents we know are totally legit.
On that note the actual pages of the important gameplay ents only have descriptions of their function. I think it be a good idea to start there, as those will always be the highest viewed and needed.
MrTwoVideoCards wrote:
I would say wait. At the rate people are figuring out the FGD, the whole situation is surely to evolve rapidly.I think we need to start somewhere regardless. Someone should make some templates for Portal 2. Specifically to address the keyvalues in ents we know are totally legit.
On that note the actual pages of the important gameplay ents only have descriptions of their function. I think it be a good idea to start there, as those will always be the highest viewed and needed.
Some of those pages were my doing, lol
So for the Portal 2 stuff, upload your tutorial/example VMF to the "Other" section under Portal 2 in the DLDB, and link to it on your VDC tutorial.
What are your thoughts, msleeper?
It's already on there:
Quote:
To control the flow of an excursion funnel, change the LinearForce keyvalue of the prop_tractor_beam. You can do this via the input SetLinearForce. LinearForce determines how much force is applied to objects in the funnel. A negative value will reverse the flow. Two good values are 250 and -250 for forward and backward flow, respectively.
msleeper wrote:
Oh so just setting a negative value will make it orange? Neat.
Yeah I noticed they've made a lot of the mechanics a lot simpler for Portal 2.
For instance in Portal (and forgive me, it's been a while since I mapped for Portal), you need about 7 entities for a floor button!
static prop for the button base
dynamic prop for the button
func door for button movement
trigger for player
trigger for boxes
filter for box trigger
ambient generic for button sound
In Portal 2, it's a single entity and they've done that with a lot of the other sutff as well. It's going to make mapping a lot less tedious, I reckon.
msleeper wrote:
On one hand that kind of sucks since you can't "customize" the elements, but I get the reason and you're right, it will make mapping a lot easier/faster.
Well you can use the old method by making a dynamic prop that uses the same world model as the custom entity but the point is you're rarely going to deviate from the original so why not have it all set up as one component?