I am willing to bet it's because there is not "lit" box in the fgd? because it disappears about the point it would become lit on the button.
I am willing to bet it's because there is not "lit" box in the fgd? because it disappears about the point it would become lit on the button.
Cubes now work, and you can choose their type (which is hard-coded to change their model!) in the SmartEdit. http://dl.dropbox.com/u/1085379/p2_draft.fgd
I'm still working on floor_buttons, they don't want to play nicely, and they still eat cubes (though not monster boxes).
Nope, still Empty Map.
Tell me please how to fix when you have fullbright and light in same time O_O
Does anyone know how I can get hammer to launch portal 2?
It's much more efficient imo if you just keep Portal 2 open. If you're doing compiles frequently they shouldn't be very "big" compiles, and then you don't have to go through the rigermerole of waiting for the game to load, testing the map, closing the game, etc.
change path to different game executable in the options menu?
There is a way but I'd just keep it open, and then load map after compiling
I don't mind the loading but the copying of the map is getting annoying.
Great. When compiling in expert mode I get:
Code:Valve Software - vbsp.exe (Aug 4 2010) 2 threads materialPath: d:\spil\steam\steamapps\common\alien swarm\swarm\materials Error opening d:\spil\steam\steamapps\*****\sourcesdk_content\hl2\mapsrc\portal2 portal2map: File d:\spil\steam\steamapps\*****\sourcesdk_content\hl2\mapsrc\portal2\portal2map line 1: No such file or directory. Finished. Press a key to close.
/removed
Tools > Options > Build Programs
Change $SteamUserDir\alien swarm\swarm\maps to $SteamUserDir\portal 2\portal2\maps
Is the aerial faith plate in the FGD? If so, what's the ent name?
trigger_catapult, the actual faith plate is a prop_dynamic which is told to animate when the trigger activates.
<3 Thanks.
Wait , are there two .fgds going about?
Gah , this is going to be confusing
Mine is the only one I'm aware of... I'm just updating it a lot.
Buttons now work with collisions, so that's them done. I'm going to find tractor beam reversal, and co-op entities now. http://dl.dropbox.com/u/1085379/p2_draft.fgd
Alright, i can't work it out, someone fancy writing a brief tutorial on how to set up aerial faith plates?
also, does anyone have the model name of those floor lights that are in the test chambers?
I started mine before you did but that's ok because I don't mind competition and besides it's all for the good of the mapping community, although it would be better if we could get in contact over Steam and maybe work together for a more complete fgd.
The file is there, but since I "accidently" saved it as a .vmf file it couldn't find it. Because my compiler only wants to compile files without a file type.
Can someone please explain to me, why the hell it does that?
Hehe, I released mine 9 hours before you :P
Has anyone released a 'playground' map of some sort yet?
Yes, this is what I'm waiting for as well.
Can someone please tell me how i can play a coop map by myself? And if i play a custom map with someone in coop, does the other player need the map aswell?
I am creating a gel chamber now,and I have problem - How can I change type of gel? I cant see any option or Value in info_paint_sprayer
There's a Paint type option, which either has a drop down list or you can set to a number between 0-3 to set the gel type.
I am trying to make some prefabs now
Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.
Finished my first fully functional Portal 2 puzzle today. Might add a second room/some sort of ending later, the door just leads to a small hallway.
Also, would someone mind explaining how to get the dynamic shadows with projected textures? I don't know how that works.
"dynamic shadows with projected textures"
enable shadow,
shadow quality : high
flags : enabled and always...
Thats very good idea.
You should work together.
Looks cool, any chance of a release?
I'm on it, what sort of things should we have in it![]()
Can someone explain to me if i load a custom map when playing coop, does the other player need the map aswell? Also, is it possible to play on a coop map by yourself without a partner?
Anyone who's using my FGD, co-op entities are now added.
iirc from the creator of the SP co-op maker, no.
second question, try typing map (co-op map here)
Is there any way you can give env_portal_laser a name and a enable and disable input?
How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.
Well they have TurnOn and TurnOff at the moment.