1. Post #601
    Paulendy's Avatar
    January 2008
    849 Posts
    Have you got the model name of them?
    Funnily enough, you just search crusher. It's weird though, they are in a folder called cursher...
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  2. Post #602
    no-named's Avatar
    July 2008
    740 Posts
    -snip-
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  3. Post #603
    Randdalf's Avatar
    March 2010
    2,435 Posts
    Mimicking Valve's brushing style on the overgrown aperture maps

    http://cloud.steampowered.com/ugc/55...408B849A9CFEA/

    Now to put some props in it!
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  4. Post #604
    Gold Member

    August 2010
    5,708 Posts
    Have you got the model name of them?
    yep
    models/anim_wp/cursher/crusher.mdl
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  5. Post #605
    no-named's Avatar
    July 2008
    740 Posts
    Code:
    Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.v
    mf: File c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.vmf, l
    ine 1: No such file or directory.
    Why is it looking for such file?

    Edited:

    Code:
    Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_content\ma
    psrcdir.vmf: File c:\program files\steam\steamapps\common\alien swarm\sdk_conten
    t\mapsrcdir.vmf, line 1: No such file or directory.
    Edited:

    The bsp doesn't show up. Even with the test map from the OP.

    Code:
    -------------------------------------------------------------------------------
    Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.e
    xe" -alldetail -game "c:\program files\steam\steamapps\common\alien swarm\swarm\
    " "c:\users\danieru\desktop\mp_test"
    -------------------------------------------------------------------------------
    
    Valve Software - vbsp.exe (Aug  4 2010)
    Command line: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.exe"
     "-alldetail" "-game" "c:\program files\steam\steamapps\common\alien swarm\swarm
    " c:\users\danieru\desktop\mp_test "
    
    usage  : vbsp [options...] mapfile
    example: vbsp -onlyents c:\hl2\hl2\maps\test
    
    Common options (use -v to see all options):
    
      -v (or -verbose): Turn on verbose output (also shows more command
                        line options).
    
      -onlyents   : This option causes vbsp only import the entities from the .vmf
                    file. -onlyents won't reimport brush models.
      -onlyprops  : Only update the static props and detail props.
      -glview     : Writes .gl files in the current directory that can be viewed
                    with glview.exe. If you use -tmpout, it will write the files
                    into the \tmp folder.
      -nodetail   : Get rid of all detail geometry. The geometry left over is
                    what affects visibility.
      -nowater    : Get rid of water brushes.
      -low        : Run as an idle-priority process.
    
      -vproject <directory> : Override the VPROJECT environment variable.
      -game <directory>     : Same as -vproject.
    
    Finished. Press a key to close.
    :saddowns:
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  6. Post #606
    Gold Member

    August 2010
    5,708 Posts
    Code:
    Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.v
    mf: File c:\program files\steam\steamapps\common\alien swarm\sdk_toolsdir.vmf, l
    ine 1: No such file or directory.
    Why is it looking for such file?

    Edited:

    Code:
    Error opening c:\program files\steam\steamapps\common\alien swarm\sdk_content\ma
    psrcdir.vmf: File c:\program files\steam\steamapps\common\alien swarm\sdk_conten
    t\mapsrcdir.vmf, line 1: No such file or directory.
    Edited:

    The bsp doesn't show up. Even with the test map from the OP.

    words,....

    :saddowns:
    Remove -alldetail as said here:

    http://jaycee.game-host.org:8000/p2w...rial#compiling
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  7. Post #607
    no-named's Avatar
    July 2008
    740 Posts
    Seriously, this is frustrating...

    :ninja:

    I did... I have no idea why this is happening.
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  8. Post #608
    Redcow17's Avatar
    August 2010
    604 Posts
    Someone make a puzzle using world portals!
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  9. Post #609
    Gold Member

    August 2010
    5,708 Posts
    also a tip, uncheck game_exe and change copy File to "C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps"
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  10. Post #610
    no-named's Avatar
    July 2008
    740 Posts
    also a tip, uncheck game_exe and change copy File to "C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps"
    Still no TestMap.bsp in my Portal 2 maps folder.

    Edited:

    Is the compiler supposed to run as hammer_run_map_launcher.exe?
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  11. Post #611
    Gold Member

    August 2010
    5,708 Posts
    look for the bsp in where you saved the vmf
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  12. Post #612
    Gabe Newell's Avatar
    March 2011
    1,556 Posts
    Once Valve removes the one env_projectedtexuture limit, Source will FINALLY have proper dynamic lighting. Can't fucking wait. Also, great jobs on the maps guys. Really. I can't wait to see what you bring us in the future
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  13. Post #613
    I LIKE BIG DUCKS AND I CANNOT LIE, YOU OTHER QUACKS CAN'T DENY
    Wootman's Avatar
    December 2008
    13,383 Posts
    Why does my map always start in fullbright when I have light entities in them?
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  14. Post #614
    Sometimes i fall down :(
    green bandit's Avatar
    July 2008
    3,201 Posts

    Particles and Decal didn't show up in the video, but oh well.

    Gonna go play RISK, link later.
    What program are you using to record? cause the lighting looks weird on the wall.
    Also, the diversity vent, I know there is a model of it ingame, cause I saw it a few times. See if you can use that, instead of the one made out of brushes.
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  15. Post #615
    CJF
    PieClock's Avatar
    August 2006
    16,276 Posts
    Why does my map always start in fullbright when I have light entities in them?
    Could be a ton of things. But try loading a pointfile to check you have no leaks and make sure you've removed -alldetail from your compile settings.
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  16. Post #616
    I LIKE BIG DUCKS AND I CANNOT LIE, YOU OTHER QUACKS CAN'T DENY
    Wootman's Avatar
    December 2008
    13,383 Posts
    Could be a ton of things. But try loading a pointfile to check you have no leaks and make sure you've removed -alldetail from your compile settings.
    I have no leaks and -alldetail was already off for me.
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  17. Post #617
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    What program are you using to record? cause the lighting looks weird on the wall.
    Also, the diversity vent, I know there is a model of it ingame, cause I saw it a few times. See if you can use that, instead of the one made out of brushes.
    I used source recorder, but save it as a compressed because of my shitty computer and youtube upload times.

    Edited:

    And I also searched for the props and couldn't find 'em.

    What are the names?
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  18. Post #618
    reepblue's Avatar
    August 2010
    289 Posts
    I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.

    Video:


    Images
    http://www.zilefile.com/files/15375_qs3oi/portal2_test-vent0004.jpghttp://www.zilefile.com/files/15376_0ztpm/portal2_test-vent0005.jpghttp://www.zilefile.com/files/15377_rdrij/portal2_test-vent0006.jpg
    Still needs work, hopefully I can get it in a state so I can release it.
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  19. Post #619
    Gold Member
    superdinoman's Avatar
    July 2006
    8,008 Posts
    Reep always delivers boss content
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  20. Post #620
    Everyone has a $1 title
    Skipcast's Avatar
    November 2008
    7,059 Posts

    Easy as fuck, but i'm planning on making harder test chambers.

    Also if anyone can tell me how i can make the doors "fit" the walls, that would be great.
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  21. Post #621
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.

    Video:


    Images
    http://www.zilefile.com/files/15375_qs3oi/portal2_test-vent0004.jpghttp://www.zilefile.com/files/15376_0ztpm/portal2_test-vent0005.jpghttp://www.zilefile.com/files/15377_rdrij/portal2_test-vent0006.jpg
    Still needs work, hopefully I can get it in a state so I can release it.
    Looks like you outdid me :eng99:
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  22. Post #622
    CJF
    PieClock's Avatar
    August 2006
    16,276 Posts
    Also if anyone can tell me how i can make the doors "fit" the walls, that would be great.
    Put this in Alien Swarm/Bin/Prefabs
    http://dl.dropbox.com/u/99604/Mappin...amber_door.vmf

    Insta-door with surrounding wall.
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  23. Post #623
    reepblue's Avatar
    August 2010
    289 Posts
    Looks like you outdid me :eng99:
    Heh, sorry. I actually chose to redo that map because people on the video of my Portal 1 version kept commenting asking why Valve did not put it in the game. And again its my old Portal 2 Collab stuff dressed up and re-made. The only thing I redid was the Portaling effect.

    It still needs work, Last room is not done, and sadly I ran out of time. Hopefully I can get it fully 100% working.
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  24. Post #624
    Gold Member
    LilRobot's Avatar
    January 2009
    1,835 Posts
    I redid my Vents from the ol' Collab days. The portal detectors new outputs really helped.

    Video:


    Images
    -snip-

    Still needs work, hopefully I can get it in a state so I can release it.
    OH THE COLLAB DAYS.
    Brings a tear to my eye.
    Reminds me of my old diversity vent map. I might remake that into Portal 1.
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  25. Post #625
    CJF
    PieClock's Avatar
    August 2006
    16,276 Posts
    -snip, found it-
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  26. Post #626
    Enginitori's Avatar
    April 2011
    11 Posts
    Hey, I'm trying to make a Portal 2 map that takes place outside. For some reason, when I compile my map, everything's invisible but the water and entities. I can still look at the brushwork if I noclip outside the map, though.
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  27. Post #627
    Gold Member

    August 2010
    5,708 Posts
    Hey, I'm trying to make a Portal 2 map that takes place outside. For some reason, when I compile my map, everything's invisible but the water and entities. I can still look at the brushwork if I noclip outside the map, though.
    Follow this tutorial:

    http://jaycee.game-host.org:8000/p2w...nners_tutorial
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  28. Post #628
    Paulendy's Avatar
    January 2008
    849 Posts
    At first I was like meh...



    But then FUCKING PANELS!



    I love panels.

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  29. Post #629
    Gold Member
    LilRobot's Avatar
    January 2009
    1,835 Posts
    Can someone write me up a quick tutorial on how to make a box dropper that disintegrates a cube and drops a new one when you press a hand button?
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  30. Post #630
    Enginitori's Avatar
    April 2011
    11 Posts
    I know how to map already, and I've made some chambers that work fine, but It's just being outside with a skybox texture that messes things up for me.
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  31. Post #631
    Gold Member

    August 2010
    5,708 Posts
    I know how to map already, and I've made some chambers that work fine, but It's just being outside with a skybox texture that messes things up for me.
    look at that tutorial under compiling, you have to do a few things different for portal 2
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  32. Post #632
    Gold Member
    The Inzuki's Avatar
    August 2008
    4,585 Posts
    I think a list of all the models/textures in Portal 2 should be added to the wiki.
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  33. Post #633
    Paulendy's Avatar
    January 2008
    849 Posts
    I think a list of all the models/textures in Portal 2 should be added to the wiki.
    Have fun making it.
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  34. Post #634
    Enginitori's Avatar
    April 2011
    11 Posts
    I've already done that stuff. I made sure to use those settings before I compiled anything, and everything is still invisible ingame.

    http://cloud.steampowered.com/ugc/54...1224907F2395C/

    This is the result. The skybox texture is just Milita's from CS:S.
    And to prove I'm using the right compile settings, I made this earlier:

    http://cloud.steampowered.com/ugc/54...35FFB6442A760/
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  35. Post #635
    Gold Member
    The Inzuki's Avatar
    August 2008
    4,585 Posts
    Have fun making it.
    Who said I was going to
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  36. Post #636
    Gold Member

    August 2010
    5,708 Posts
    I've already done that stuff. I made sure to use those settings before I compiled anything, and everything is still invisible ingame.

    http://cloud.steampowered.com/ugc/54...1224907F2395C/

    This is the result. The skybox texture is just Milita's from CS:S.
    And to prove I'm using the right compile settings, I made this earlier:

    http://cloud.steampowered.com/ugc/54...35FFB6442A760/
    you need to use a skybox texture from portal 2 for it to work
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  37. Post #637
    Enginitori's Avatar
    April 2011
    11 Posts
    Oh, Alright. I don't think Portal 2 has any skybox textures I can use, though.
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  38. Post #638
    Paulendy's Avatar
    January 2008
    849 Posts
    Can someone write me up a quick tutorial on how to make a box dropper that disintegrates a cube and drops a new one when you press a hand button?
    I'll assume you have the box dropper all set up because I don't know how to make one...

    You need to make a trigger that covers your whole map and tie it to a trigger_portal_cleanser.
    You will also need a filter_activator_name which is filtering to allow the name of the cubes that are being spawned, then you just set that as the cleanser's filter and set it up so that when the button is pressed it enables it and then disables it after a delay of about 0.05. I might make a proper tutorial on the wiki, but someone would have to teach me how to make the box droppers first. :unsmith:

    Edited:

    Oh, Alright. I don't think Portal 2 has any skybox textures I can use, though.
    Anyone else get the feeling this guy is using the wrong sdk?
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  39. Post #639
    Enginitori's Avatar
    April 2011
    11 Posts
    What do you mean? I just want to make an outside map to test how Trees and other Portal 2 foliage look under a projected texture. I'd need a nice bright daytime skybox for it to work, and Portal 2 only has night skyboxes.
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  40. Post #640
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    What do you mean? I just want to make an outside map to test how Trees and other Portal 2 foliage look under a projected texture. I'd need a nice bright daytime skybox for it to work, and Portal 2 only has night skyboxes.
    Can't you use a HL2 skybox?
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