Rough'n'ready Portal 2 SDK

Stun_gravy

L1: Registered
Jan 23, 2010
12
0
Thought I'd build a proper stage using moving portals.

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.

Very cool.

I'm having trouble with the moving portal trick myself. From your map it looks like you parented an info_placement_helper to a func_brush, and that func_brush can be parented to a func_rotating or a func_tracktrain to make it move. Is that right? I'm very curious about this whole mobile portal idea and would really appreciate any help.

As for the "sucking people in" thing, for the ideas I'm getting that might actually be beneficial.

EDIT: Ok I figured it out, I was doing it right but I forgot to change the cvar sv_allow_mobile_portals to 1. And you weren't kidding about the weird physics thing.
 
Last edited:

Brits

L1: Registered
Aug 17, 2010
16
3
I hope, this is a right place to ask, altough this problem doesn't seem to be Portal specific.
What is the solution, when the props are visible in the area behind panels, but the textures are black, even with lights? Screenshot here.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Empty Map?
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
No, its not just that, sometimes the compiler gets confused and things a solid brush is non-solid or a func_detail.

I've rezero'ed all my origins in my maps after using prefabs (and before) and it still gets confused. My current map is wrapped in skybox texture because of it.
 

zerobounds

L1: Registered
Apr 30, 2011
3
0
I can't seem to get it to work, I run Hammer through the AS SDK with the Portal 2 game configuration and it was throwing me an error about the game directory. Now it runs but if i open a VMF then it says "Missing material 'editor/wireframe'. Go to Tools | Options | Game Configurations and verify that your game directory is correct.

So i did that and it seems fine.
$SteamUserDir\steamapps\portal 2\portal2

Thats the game directory, what the heck?
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
No, its not just that, sometimes the compiler gets confused and things a solid brush is non-solid or a func_detail.

I've rezero'ed all my origins in my maps after using prefabs (and before) and it still gets confused. My current map is wrapped in skybox texture because of it.

Then a little fix up would be nice as well before we all waste our time trying to use broken prefabs.
 

KingOfSandvich

L1: Registered
Jan 18, 2011
26
12
ent_info is a really useful way to check an entity's inputs and outputs. On an official map, I typed in "ent_info prop_tractor_beam", and it showed all of its inputs and outputs.

One of the inputs was SetLinearForce. I used "ent_fire prop_tractor_beam SetLinearForce 0" and all the excursion funnels on the level turned off. I gave it a positive number and they turned blue, and I gave it a negative number and they turned orange and reversed. I also found that larger numbers push you faster (100 - 300 is a good range).

It looks like Valve made the Portal 2 entities very adjustable :)

Apparently this was already solved, but it still says on the first post that it hasn't been...
 
Last edited:

Boom.Headshot

L1: Registered
Apr 26, 2011
4
0
I've been making a coop map, and I just got it to the point for people to begin testing it. The design works well and all, but everytime the map is played, the non-host of coop will crash anywhere from 5-15 minutes after loading the level... Any ideas as to why?