This started as an experiment to see how well a Portal-style TF2 map would work and look. Please try it and let me know what you think. Note that the map is not even close to done, so do not expect everything to be perfect! Changes in alpha 4.0: -Fixed doors opening in different directions and changed size of the triggers around them -Changed some textures (including removing some HL2 textures, although I am having trouble finding new ones for the floor and walls of the BTS area) -Added some more new insignificant details -Fixed a few bugs
because tf2 has it's own unique pixar style. HL2 textures, even portal textures are way to realistic for it, so it looks weird when you have the cartoon like characters running around in a realistic looking environment. I'm not saying that you should stop this map, just try and avoid HL2 textures and use tf2 ones instead. I know that's hard in aperture science though with all the tiles.
HL2 + HL2 features = Yes TF2 + TF2 features = Yes TF2 + HL2 features = No Cartoon dosn't mix with reality, basically. Also, if they are Portal textures, you can't use them/pack them into the .bsp by copyright law, unless it's in the shared GCF file.
How do I know which textures come from TF2? I did not copy anything from Portal (or any other game) to TF2. I only used what was in the texture browser by default. Again, I do not always know which textures are from HL2 and which are from TF2, but I will try to find some less realistic alternative textures. Thanks for the feedback!
You can limit the texture browser to only show TF2 textures by typing "tf" into the "Keywords" line. Tool textures (ones that begin with "tools\") are also acceptable for their own uses, but can't be seen in the browser with the "tf" keyword on, so keep that in mind if you need one.
The texture browser shows all of the textures you have for all of the games you own, by default. Ya, again, what he said with the keywords.
Actually, for me it only shows TF2 and HL2 textures even though I also own other games, like Portal, CS:S. Regardless, thank you both for telling me about the "tf" keyword.
It depends what engine/fgd you are utilising. IE. Episode:1, Orange box, Day of Defeat; designated in your SDK window. Games using the same engine will often share their texture banks.
As far as I know, TF2 can only use Source Engine Shared/Orange Box Shared/Half-Life 2 stuff and TF2 Content. And I think all portal stuff he used is from source shared/orange box shared/half-life 2/tf2. And I belive i've seen some portal textures in my texture browser, I don't even own portal on PC (only on 360). But as others stated, you should NOT use textures that doesn't fit in with Team Fortress 2's style.
Actually, no textures in this map are originally from Portal. Some are textures that Portal stole from HL2 (like metalwall048, which Portal modified and used as the portal-proof walls), and some are from TF2. I have seen the concrete wall texture in TF2 maps. I just rotated it 90 degrees. Again, I will try to change some of the HL2 textures to TF2 textures in the next version.
offtopic: i read your message and then looked at your avatar and laughed at how well the two went together.
I just uploaded version alpha 4.0, which includes some texture changes. The only major surfaces that still have HL2 textures are the BTS floor, ceiling and wall. I did not see any good substitutes in the TF2 textures. I hope you are satisfied with the other changes though.