Using Beemod items in Hammer

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CoolDudeClem
26 Posts
Posted Aug 24, 2013
In my next map I want to use some items from Beemod2, mainly the high energy pellet, but use them in Hammer. Finding the pellet catcher and emitter was the easy part as they were in "instances/bens_extended_editor", and after about an hours worth of head scratching I figured out how to make them work. I might do a video later showing how I add those items to my map and how I get them working to give you a better idea. But I'm not sure if I publish a map with those in it, I don't know if it would work on other people's computers. I've heard there's a way to "pack" custom items (or something) so they will work even if the player doesn't have the mod, but how would I go about doing that?
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Ultiman9711
118 Posts
Posted Aug 24, 2013
Replied 13 minutes later
A good download here on TWP is Skotty's Energy Ball instances - they are 100 times less complicated than the BEE instances!

For packing items, use Pakrat. It has a handy Auto feature that automatically packs custom content [as long as it is in common/portal 2/portal2, that is!]

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FelixGriffin
2,680 Posts
Posted Aug 24, 2013
Replied 58 minutes later

Ultiman9711 wrote:
A good download here on TWP is Skotty's Energy Ball instances - they are 100 times less complicated than the BEE instances!

They should be, Ben's instance is a wrapper around Skotty's to make it work with the editor. :razz:

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Gemarakup
1,183 Posts
Posted Aug 24, 2013
Replied 2 hours later
You don't need to pakrat instances just to let you know. Just the models and textures and scripts if there are.