Rough'n'ready Portal 2 SDK

darkpivot

L1: Registered
Apr 21, 2011
1
0
The paint works, but it's invisible. Any solution? (And thanks for the awesome FGD). :thumbup:

Edit: To clarify, the paint blobs are visible, but the splatters on the ground are not, and they are functional.

Edit Again: Should have tested this before posting. If your map doesn't have any lighting it doesn't work. Fixed it. ^^
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Did some stuff.. still need that fgd though!

PORTAL_2-2011.04.22-05.56.24.jpg
 

Phil42

L1: Registered
Apr 22, 2011
10
0
Can you please fix the fgd Link? :blush:
Everything works, except that i cant place any entites 'cause of the fgd.

Anyway, you have done great work with this tutorial. Thanks :thumbup:
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I'm currenly planning vaugely on making a prefab set-up for Portal 2, not dissimilar to the Ultimate Mappers Rescource Pack. With luck, i can release one with box droppers, buttons, and fizzlers by the end of the day. Watch this space.

EDIT: http://dl.dropbox.com/u/13673854/Portal2/p2_draft.fgd a mirror for Randallfs FGD, since the first post one is 404-ing.
 
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Feb 14, 2008
1,051
931
Apparently I accidentally removed the FGD from my dropbox. Cubes still aren't working properly. Also, look at all the files in anim_wp, they're mainly panels and they have a ton of animations and stuff to explore.
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I've figured out how to get laser cubes! The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster. Companion cube is just a different skin. Companion cubes may not work well with paint, as painted cubes have a different skin, which is the basic cube skin+paint.
 
Feb 14, 2008
1,051
931
I've figured out how to get laser cubes! The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster. Companion cube is just a different skin. Companion cubes may not work well with paint, as painted cubes have a different skin, which is the basic cube skin+paint.

Nice, I'll add that to the FGD, or try to at least. :laugh:
 
Feb 14, 2008
1,051
931
The only thing not working now are the floor-buttons, whose collision model seems to be rotated the wrong way.

and.... now they work
 
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Phil42

L1: Registered
Apr 22, 2011
10
0
Thanks for the fixed link. I already made a little map with some little entities.
But at the moment I got 1 probelm and 1 question:
Whenever i want to make toxic, it looks like this:
unbenanntbli.png

When I jump in it, i die and the sound is also the roght one. But it just looks so ugly. Can someone plz help me here?

And my question: Is there already a way to make CoOp maps?

PHIL
 

dubca7

L1: Registered
Apr 21, 2011
2
0
Here are some you can add, found them in one of the SP levels. These are the edit boxes they had.
Code:
@PointClass base(Targetname, Angles) = prop_indicator_panel: "Indicator Panel."
[
	IndicatorLights(string) : "Indicator Lights"
	
	input Check(void) : "Check."
	input Uncheck(void) : "Uncheck."
]

Code:
@PointClass base(Targetname, Angles) = vgui_movie_display : "Display a Movie?"
[
	forcedslave(boolean) : "Forced Slave" : 0 : "Forced Slave."
	groupname(string) : "Group Name"
	height(integer) : "Height" : 128 : "Height."
	looping(boolean) : "Looping" : 0 : "Looping."
	moviefilename(string) : "Movie File Name"
	stretch(boolean) : "Stretch" : 1 : "Stretch."
	width(integer) : "Width" : 64 : "Width."
]

Code:
@PointClass base(Targetname, Angles) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay_accessor : "An entity that places an overlay on the world." 
[
	material(material) : "Material"
	sides(sidelist) : "Brush faces"
	StartU(float) : "U Start" : "0.0"
	EndU(float) : "U End" : "1.0"
	StartV(float) : "V Start" : "0.0"
	EndV(float) : "V End" : "1.0"
	BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
	BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
	BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
	BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
	uv0(vector) readonly : "Overlay Point 1(Read-Only)"
	uv1(vector) readonly : "Overlay Point 2(Read-Only)"
	uv2(vector) readonly : "Overlay Point 3(Read-Only)"
	uv3(vector) readonly : "Overlay Point 4(Read-Only)"
	fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
]
 
Last edited:
Feb 14, 2008
1,051
931
Here are some you can add, found them in one of the SP levels. These are the edit boxes they had.
Code:
@PointClass base(Targetname, Angles) = prop_indicator_panel: "Indicator Panel."
[
	IndicatorLights(string) : "Indicator Lights"
	
	input Check(void) : "Check."
	input Uncheck(void) : "Uncheck."
]

Code:
@PointClass base(Targetname, Angles) = vgui_movie_display : "Display a Movie?"
[
	forcedslave(boolean) : "Forced Slave" : 0 : "Forced Slave."
	groupname(string) : "Group Name"
	height(integer) : "Height" : 128 : "Height."
	looping(boolean) : "Looping" : 0 : "Looping."
	moviefilename(string) : "Movie File Name"
	stretch(boolean) : "Stretch" : 1 : "Stretch."
	width(integer) : "Width" : 64 : "Width."
]

Code:
@PointClass base(Targetname, Angles) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay_accessor : "An entity that places an overlay on the world." 
[
	material(material) : "Material"
	sides(sidelist) : "Brush faces"
	StartU(float) : "U Start" : "0.0"
	EndU(float) : "U End" : "1.0"
	StartV(float) : "V Start" : "0.0"
	EndV(float) : "V End" : "1.0"
	BasisOrigin(Vector) readonly : "Overlay Basis Origin(Read-Only)"
	BasisU(Vector) readonly : "Overlay Basis U(Read-Only)"
	BasisV(Vector) readonly : "Overlay Basis V(Read-Only)"
	BasisNormal(Vector) readonly : "Overlay Basis Normal(Read-Only)"
	uv0(vector) readonly : "Overlay Point 1(Read-Only)"
	uv1(vector) readonly : "Overlay Point 2(Read-Only)"
	uv2(vector) readonly : "Overlay Point 3(Read-Only)"
	uv3(vector) readonly : "Overlay Point 4(Read-Only)"
	fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)."
]

1 of those is already in Swarm, 1 is in mine and 1 I've added (prop_indicator_panel) but can't find the right prop. So ... thanks but, yeah.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I copied a prop_indicator_panel from a decompiled map, and it works.. toggles the texture fine when I step on my button.

It seems to just be a 2d material though, not a prop... /shrug
Can't get the indicator light overlays to work though
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159
The "Type of cube" Keyvalue chooses the type. 1 is standard, 2 is laser. At a guess, 3 and 4 are old, and possibly monster.

FWIW the ent for the frankencubes is prop_monster_box; I imagine the extra motion and stuff warranted making it separate