Rough'n'ready Portal 2 SDK

Discussion in 'Portal 2' started by Randdalf, Apr 20, 2011.

  1. Randdalf

    aa Randdalf

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  2. Pocket

    aa Pocket Naylte ven, naylte yen.

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    I suspect it has to do with water in Portal 2 having a special surface flow system that's meant to realistically simulate flow and can't be generated automatically through any of the available tools. Then again, didn't Left 4 Dead 2 have that too?
     
  3. Phil42

    Phil42 L1: Registered

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  4. Ravidge

    aa Ravidge Grand Vizier

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    uploaded this, just for the hell of it...
    http://dl.dropbox.com/u/1281220/ravidge_chamber001.bsp *note: not an actual map. It's the "my first box-room" map that I always make for every new game/editor that I encounter.

    Seems I have more than enough tools under control, now I just need to design stuff... hm
     
  5. Snacks

    Snacks TODO: Clever title

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    So apparently people are extracting all the P2 content and the decompiled maps are missing static props.

    Make a config in the Alien Swarm SDK
    The edit config in the SDK launcher should go to <your folders here>\portal 2\portal2

    In hammer:
    Game Executable Directory:
    $SteamUserDir\portal 2

    Game Directory:
    $SteamUserDir\portal 2\portal2

    Copy these folders with their contents from AS to P2:
    alien swarm\platform\materials\editor
    alien swarm\platform\materials\editor\models\editor
    alien swarm\platform\models\editor

    into, respectively:
    portal 2\portal2\materials\editor
    portal 2\portal2\materials\editor\models\editor
    portal 2\portal2\models\editor


    For decompiling, I'm using BSPSource 1.1.1, and check Fix Rotations, otherwise a bunch of brush ents get rotated off where they should be.
     
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    Last edited: Apr 23, 2011
  6. Lord Ned

    Lord Ned L7: Fancy Member

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  7. Freyja

    aa Freyja It hurt itself in it's confusion!

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  8. Jimmy

    Jimmy L7: Fancy Member

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    Ugh. GCFScape keeps crashing when I try to export materials and models. Damn it.
     
  9. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    [​IMG]

    Ahahaha.
     
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  10. Barracuda

    Barracuda L1: Registered

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  11. Freyja

    aa Freyja It hurt itself in it's confusion!

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    Last edited: Apr 23, 2011
  12. Smashman

    Smashman L3: Member

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    Just to clarify.
    The sourcesdk, doesn't have an underscore.
     
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  13. Ritz

    Ritz L2: Junior Member

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    Last edited: Apr 23, 2011
  14. Grim Tuesday

    aa Grim Tuesday

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    Hmm, can't get the laser cubes working. I tried changing the "cube type" but nothing happens.
     
  15. Smashman

    Smashman L3: Member

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    Hmm.
    How do I do laser cubes? Because I can't get the ruddy thing working.
     
  16. Swordz

    Swordz L5: Dapper Member

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    I made a co-op race map.

    http://www.megaupload.com/?d=T8AY9CN5

    Works like it should. Sure, there are some horrendous things in the map, i only made it to test. If you want to try, get you and your partner to download it, launch coop and type changelevel mp_swordzrace_a1 when you are at the lobby. Press E at the trigger brush thing so you get launched at the same time. (a.k.a: i don't know how to make a proper timer)

    The button at the end sends you back to the coop lobby.
     
    Last edited: Apr 23, 2011
  17. Grim Tuesday

    aa Grim Tuesday

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    Is there a way to make it so that when you compile a map, it launches Portal2 to play it in? Or is it a sign that I didnt install the FGD correctly?
     
  18. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    No, i havent got that either. besy i can recommend is keep portal 2 running in the background, if possible.

    Laser cubes work for me by changing the "cube type" to 2. They dont show up in the editor, but do in-game.
     
  19. Randdalf

    aa Randdalf

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    FGD doesn't handle that kind of thing. It'd be more efficient from a testing perspective to keep Portal 2 open anyway, imo.
     
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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