You should lose weight, they were developed for dieting... Well the white gel may kill you, good luck!
You should lose weight, they were developed for dieting... Well the white gel may kill you, good luck!
env_texturetoggle
On/Off buttons for the gels? :buddy:
Edited:
http://www.facepunch.com/threads/107...1#post29365343
Also, anyone care to comment on my ideas?
To fix water, you need to use gel type 4, not whatever you were using.
-snip-
Go figure, I had a problem, and fixed it as soon as I ask for help.
Putting any of the projectables into a world portal almost instantly crashes.
Fuck, I want the SDK to be released. I have some good ideas. Too bad I suck at mapping.
How do I get lighting in my map? It's always fullbright even if I add lights.
Do you compile with rad on normal?
Try doing mat_fullbright 0 in the console.
Here is that map I did. You guys want a download?
This map include, light bridge, box dropper, arial faith plate, buttons, orange and blue gel, lasers, funnel, ramps, panels and bottomless pits.
http://img51.xooimage.com/files/5/b/0/portal_test_010006-27fbd6d.jpghttp://www.mediafire.com/?yla3pwwcwq04fa2
This might be off-topic but it seems like you are getting to low fps. You might want to change the shader setting in-game to medium.
EDIT: Getting rated dumb just trying to give helpful tips, why am i not surprised.
I created portable sprayers :
http://dl.dropbox.com/u/14515180/portable.jpg
There is a prefab version if you want to try it:
http://dl.dropbox.com/u/14515180/portable_sprayer.zip
That's pretty cool, but the blobs are too big.
Also, make a portable hard light bridge and excursion tunnel, I dare ya![]()
Thats screenshot thing, using the ingame screenshot thing me bob to take them and it makes you lag for like a second when you do. When playing constant 60fps (vsync). And anyway between 30 and 50 isn't low![]()
How do you create proper lightning? If i use those env_projectedtexture things my map stays fullbright O:
My vaguely puzzle like map is almost done. Thank god for that , as one of the few first portal 2 puzzle maps. Video / Screens coming relatively soon
Am I right in saying that it isn't possible to do the playground map in co-op? At the moment I try and "changelevel mp_coop_playground..." while I am the host, and it loads but then it says that he disconnected every time before the map appears. I even start to hear sounds from the map like it does after loading it. "commentary 0" also (just FYI). Here come the dumb rates...
Also, on single player, I ran the map and I get, not just graphical lag, like low FPS, but its like having a bit of a bad connection to a server. The mouse control is jerky. Could just be purely graphical lag, but is there any other explanation?
Is there an ETA/within-the-month speculation on official portal 2 tools release, or should I just use whats detailed in the OP now?
June 1st, from a well-reputed leaker of information.
Edited:
You actually need some form of light for it to compile without fullbright, such as a texture with radiosity, an actual light, that sort of thing.
Does your partner in science have a copy of your map?
The OP needs updated a lot. Read through the thread for the best method @belotum
Noep. That could be the problemo. I assumed that as I was the host, it was almost like I was the server. Yes I see the problem. Thanks.
Playing with panels
Will the consoles have a map editor?
How would that even work? I mean, building hammer into the source engine would be very hard and they would have to re-release the game.
map editors, mods and all other file based magic are basically why the pc is superior
not sure if ps3 will support maps/mods since i have no idea how its steam stuff works
(360 version is an almost definite no though)
-snip- fixed
This is a dumb question , but how do you make the little indicator things that go up and along the walls that glow orange when you press a button?
Edited:
Depends on the model , but either put "hold animation" on on the panel , or change the default animation just after playing the animation ; eg. "up_01" as the animation , and "up_01_idle" as the default animation.
I think someone from valve said the PS3 version could use custom maps at some point.
http://www.moddb.com/games/portal-2/...cross-platform
Basicaly the editor will stay on PC, but map could be exported to console.
Check the example map I have included in the latest FGD zip.
Just like Unreal Tournament 3 for the PS3. It can almost use any mutator/map/models the PC version can.
Tho portal 2 will most likely just support maps.
At first Science wasn't fun because there weren't enough deaths, then Science invented the portable bouncy laser cubes, deaths happened and fun was had.
So has anyone done a prefab pack yet?
Why do I keep getting this stretched paint?
http://img12.imageshack.us/img12/7417/unleduj.jpg
Heres my stab at a bottomless pit;
Pretty dark, gotta adjust the lighting
http://gyazo.com/dc781f2b7e7b8786e1c23126ebc7626d.png
Oh hell Layla is back
Working on it, still need to do some doors, fix the catapults and create box droppers.
What? OH there's always that ingame portal map editor...
![]()
Can someone drop a vmf with a few panels in it? Im not exactly sure how they work, and I figure just a few examples with a button or two might do me good.