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Rough'n'ready Portal 2 SDK

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

  1. Stun_gravy

    Stun_gravy L1: Registered

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    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: Apr 28, 2011
  2. Brits

    Brits L1: Registered

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  3. Freyja

    aa Freyja It hurt itself in it's confusion!

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    Oh thank you. This is going to be fun!
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I was going to look into how to use these for my next test chamber >:D
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Damn double post.
     
    Last edited: Apr 29, 2011
  6. Brits

    Brits L1: Registered

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    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.
     
  7. Bakscratch

    aa Bakscratch Finisher of Maps

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  8. Brits

    Brits L1: Registered

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    Last edited: Apr 30, 2011
  9. JoshuaC

    JoshuaC L7: Fancy Member

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    You guys really need to make sure your origin's are zeroed out before making prefabs. I've been having nothing but leak issues since using your prefab packs.
     
  10. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    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.
     
  11. zerobounds

    zerobounds L1: Registered

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    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?
     
  12. zerobounds

    zerobounds L1: Registered

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    sorry, wrong dir posted

    $SteamUserDir\portal 2\portal2
    thats what its assigned to, still doesnt work.
     
  13. JoshuaC

    JoshuaC L7: Fancy Member

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

    zerobounds L1: Registered

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    seems like more of a headache than its worth, any idea when the official tools are coming out?
     
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    July-september. That's before valve time is figured in, so dont expect to get the summer holidays for it or nuthin.
     
  16. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    We can't fix it, you just have to deal with it.

    And the prefabs aren't broken, its the compiler being confused.
     
  17. JoshuaC

    JoshuaC L7: Fancy Member

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  18. Stun_gravy

    Stun_gravy L1: Registered

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    Wow, that is VERY cool.
     
  19. KingOfSandvich

    KingOfSandvich L1: Registered

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    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: May 2, 2011
  20. Boom.Headshot

    Boom.Headshot L1: Registered

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    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?
     
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