Yeah I know, gonna do that for a more complex thing I am working on, but for this example I felt it didn't need it.
Yeah I know, gonna do that for a more complex thing I am working on, but for this example I felt it didn't need it.
-snip-
Making the crusher jump thing from the E3 videos, but for our co-op map.
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What's the name of the texture for the deadly water/goo stuff like in the above image, I can't seem to find it anywhere.
Edited:
water_glados_01?
will you release it
No
Yes I will really.
http://www.moddb.com/mods/aperture-science this mod should be really good once the sdk comes out
moty all years
By the way, thank you for sharing your research. I actually wonder if Escher's Relativity is possible.
...You know. With at least one portal-ceiling and one portal-wall for the top part, and maybe other stuff. Would be funny to make a video in a coop game with a map like this... maybe.
This thing is really interesting to explore, I wonder if we can make reliable puzzles out of this, apart from experiments.
Here's a bit of entity related mindfuck.
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Maybe you can use wildcards? I don't know, supposing you have named your trigger_hurt with a common part:
OnTrigger: Crush*Hurt ; SetParentAttachmentMaintainOffset; paneltop_rotX; 0.00
Also, you can assign a parent for the hurt crushers directly onto the prop_dynamic Properties using the trigger_hurt Parent keyvalue can you? Since you can't wildcard-parent in this scenario.
Meh, I like tons of entity stuff so.
Making more progress on the fgd, updated the worldspawn entity for the paint people, created info_paint_sprayer and prop_under_button, gonna make some more stuff and post the newest version later.
Copy one crusher into new, empty map -> save vmf -> place func_instance in main map -> select crusher vmf in properties -> copy and paste func_instance.
That's what instances are for. Simple, easy, convenient. Too bad almost nobody uses them.
Anyone made any maps they want to share?
More than possible by creating the room, copying it like 4 times and have it at different rotations.
Like portal playground?
Can someone point me to the FGD file or the other thread
It's in the Mapping forums, hard to miss.
I got tons of new stuff on it but I won't update in a few hours because there are some minor bugs that need fixing.
Here is the version I downloaded from the link: http://dl.dropbox.com/u/3664534/p2_draft.fgd
Made some playground type map, bored with Legend
Caught legend looking a chell's boobs..
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WELL YOU PUT THEM RIGHT IN FRONT OF ME SO WHAT DO YOU EXPECT?
They're so... tiny. :buddy:
Now remove the pole in the centre.
Co-op view's a bitch, huh?
http://img60.xooimage.com/files/7/2/...02-27f2b85.jpg
thanks to the first post ! :)
Ok, now im working on E3 Aerial Faith Plate map
Is it just me or does the old "Aerial Faith Plate" look so much cooler?
Also, just joined just to say this :P
I hate how all the stuff that used to be prefabs in p1 like the button, are now their own entity, except the dropper!
They use the exact same method like in p1. Even though the animation and have its collision mesh. which makes half of the stuff they use to make the dropper, completely useless.
Is there going to be some sort of Portal 2 maps site/thread? just asking
Somebody understand how to use Fait plates?
Add some dynamic light!
PS. About Plate - i mean direction
How fun , my map is constantly being compiled fullbright. Even with mat_fullbright 0 on in the console. What fun.
I've also been ehm , fiddling about with panels. I can honestly say , I love them.
Did you put any lightnings in the map? You will need that. If your map contains a skybox, you will need a light_enviroment entity.
HEY! I'm doing the exact same map :P
You can copy dynamic light from some p2 map
Are you as far as I am?
Edited:
Do you know the name of the new looking laser map?
Is there a list of important new entities yet?