Rough'n'ready Portal 2 SDK

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
For those struggling with indicator lights:

1. Place several regular info_overlays with the material, "indicator_lights_wall" (make sure you pick the blue ones!) on the ground or wall or ceiling, just until you have a nice line from your button to your output.

2. Shift+click+drag all of your new overlays a space away or so, and then place the new overlays right back where the originals are. Then change the entity type from "info_overlay" to "info_overlay_accessor". Name them all the same name. (eg. "button_01_indicator_lights")

EDIT: Name your info_overlays AND your info_overlay_accessors all the same name, just to avoid potential problems.

3. Create a env_texturetoggle and name it. (eg. "button_01_indicator_lights_change") Change the target brush to the name of your info_overlay_accessors. ("button_01_indicator_lights")

4. Go add an output on your button, or whatever triggering device you want to use, and name it "OnPressed", target your env_texturetoggle with the input "SetTextureIndex" and add a parameter of 1. Then add another output named "OnUnpressed" and target your env_texturetoggle with "SetTextureIndex" again, and add a parameter of 0. (1=On, 0=Off)

5. You're done! Stand back in amazement as your blue indicator lights become orange at the press of a button. You can also add the tick marks and the fancy Aperture icons (in the texture browser, type "indicator_lights"), and they work the same way. Just name them and add them to the target brushes key on the env_texturetoggle. (Separate multiple brushes with spaces)

EDIT: Also, make sure that you name every separate line of overlays a different name so that one button doesn't activate all of your indicator lights.
 
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Snacks

TODO: Clever title
Oct 15, 2009
121
123
Catapult visualization:

To see the lines for where players and phys objects will go that was in the dev commentary use this command:

ent_bbox trigger_catapult
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Sorry... Alright, I got the compile fixed, I just had to adjust the paths in the $bsp_exe files (I used the fast compiles because they are the same)... compile fine now.

But I have the issue of all the entities showing up as little black and purple checkers. What is this fix?
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684

Amwryn

L1: Registered
Apr 26, 2011
2
0
amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.
 
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Zmathue

L2: Junior Member
Aug 3, 2008
72
14
amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.
I removed the alien swarm fgd to fix this, it looks like everything is alright even though others have said it would cause more problems.
 

Amwryn

L1: Registered
Apr 26, 2011
2
0
I removed the alien swarm fgd to fix this, it looks like everything is alright even though others have said it would cause more problems.

13 seconds after reading this I have a functional Trigger. TY so very much.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Thought I'd build a proper stage using moving portals.

ritz_test_1a.png

.bsp Download


If you're planning on using moving portals, bear in mind that they tend to suck people into them which can be pretty frustrating. If you make sure that you always drop vertically into them you can avoid this problem, however it makes for some fairly tricky mapping.


This is really cool, I loved the puzzle.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
For those struggling with indicator lights:

1. Place several regular info_overlays with the material, "indicator_lights_wall" (make sure you pick the blue ones!) on the ground or wall or ceiling, just until you have a nice line from your button to your output.

2. Shift+click+drag all of your new overlays a space away or so, and then place the new overlays right back where the originals are. Then change the entity type from "info_overlay" to "info_overlay_accessor". Name them all the same name. (eg. "button_01_indicator_lights")

3. Create a env_texturetoggle and name it. (eg. "button_01_indicator_lights_change") Change the target brush to the name of your info_overlay_accessors. ("button_01_indicator_lights")

4. Go add an output on your button, or whatever triggering device you want to use, and name it "OnPressed", target your env_texturetoggle with the input "SetTextureIndex" and add a parameter of 1. Then add another output named "OnUnpressed" and target your env_texturetoggle with "SetTextureIndex" again, and add a parameter of 0. (1=On, 0=Off)

5. You're done! Stand back in amazement as your blue indicator lights become orange at the press of a button. You can also add the tick marks and the fancy Aperture icons (in the texture browser, type "indicator_lights"), and they work the same way. Just name them and add them to the target brushes key on the env_texturetoggle. (Seperate multiple brushes with spaces)

Still doesn't work for me. Did it once and it has no effect, did it again and every light started orange and wouldn't toggle... Do we have to do anything to the original info_overlays?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
To get your Clients flag back in flags tab, Go to common/alien swarm/bin open swarmbase.fgd, and remove the "//" on line 42.

amazingly silly problem...

admitedly its been a long time since ive done anything in hammer... but i cant seem to get a simple player touch trigger to work.. i.e. Trigger_multiple the flag settings are all "marines and aliens" and such from AS but no option for "Clients" as per older HL2/OB versions of hammer.

Am i missing something amazingly dumb?

Edit. Tinkering with flag settings in older versions spawnflag :1 should be players. however that option is not avalible.. skips over 1 and goes directly to 2,4 etc.

Skimming back a few pages can't hurt.
 

Boom.Headshot

L1: Registered
Apr 26, 2011
4
0
hey, I've been working on a map for portal 2, but I can't figure out how to do the fizzlers... I make a brush in between the two props, add the effects/fizzler texture to it, and then tie it to an entity of trigger_portal_cleanser, but the texture is lost... Any advice?
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
hey, I've been working on a map for portal 2, but I can't figure out how to do the fizzlers... I make a brush in between the two props, add the effects/fizzler texture to it, and then tie it to an entity of trigger_portal_cleanser, but the texture is lost... Any advice?

For now I'd recommend copying it straight from a valve map, that's what I've done so far and its worked 100% of the time. Make sure to select all copied work from another map and go to Tools > Center origins. Otherwise you'll get leaks for no reason.

OR you can turn off SmartEdit and add a new keyvalue.

Name it 'Visible' then set it to '1'
 

Boom.Headshot

L1: Registered
Apr 26, 2011
4
0
For now I'd recommend copying it straight from a valve map, that's what I've done so far and its worked 100% of the time. Make sure to select all copied work from another map and go to Tools > Center origins. Otherwise you'll get leaks for no reason.

OR you can turn off SmartEdit and add a new keyvalue.

Name it 'Visible' then set it to '1'

Thanks, works great now :D
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
Still doesn't work for me. Did it once and it has no effect, did it again and every light started orange and wouldn't toggle... Do we have to do anything to the original info_overlays?

Hrm, you shouldn't have to. Idk what could be causing the problem. Have you solved it yet?

EDIT: Solved. It turns out that naming the info_overlays AND the info_overlay_accessors fixes the problem. I guess it's just safe to always do that, just in case.
 
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Phil42

L1: Registered
Apr 22, 2011
10
0
My problem is, that the overlay don't even appear. I have no idea what I'm doing wrong... What do I have to change in the properties that they work?
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
My problem is, that the overlay don't even appear. I have no idea what I'm doing wrong... What do I have to change in the properties that they work?

You probably just need to edit the "Brush faces" key. Just click it, then click "Pick...", then click whichever brush faces you want the overlay to be on.