1. Post #241
    Skizot's Avatar
    August 2009
    506 Posts
    I seem to have a problem with your fgd

    The most noticeable one is the cube destroying itself when it touches anything,

    Is anyone else having this problem, or am I doing something wrong?
    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.
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  2. Post #242
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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).
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  3. Post #243
    Dennab
    April 2010
    2,092 Posts
    Down the bottom on the run map, if your using Alien Swarm SDK bottom right should say expert
    Nope, still Empty Map.
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  4. Post #244
    Dennab
    July 2010
    727 Posts
    Tell me please how to fix when you have fullbright and light in same time O_O
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  5. Post #245
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Does anyone know how I can get hammer to launch portal 2?
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  6. Post #246
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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.
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  7. Post #247
    dual's Avatar
    April 2011
    24 Posts
    Does anyone know how I can get hammer to launch portal 2?
    change path to different game executable in the options menu?
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  8. Post #248
    Jay-Jay3465's Avatar
    November 2007
    38 Posts
    Does anyone know how I can get hammer to launch portal 2?
    There is a way but I'd just keep it open, and then load map after compiling
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  9. Post #249
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    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.
    I don't mind the loading but the copying of the map is getting annoying.
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  10. Post #250
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,830 Posts
    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.
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  11. Post #251
    dual's Avatar
    April 2011
    24 Posts
    /removed
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  12. Post #252
    Randdalf's Avatar
    March 2010
    2,435 Posts
    I don't mind the loading but the copying of the map is getting annoying.
    Tools > Options > Build Programs

    Change $SteamUserDir\alien swarm\swarm\maps to $SteamUserDir\portal 2\portal2\maps
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  13. Post #253

    July 2010
    2,053 Posts
    Is the aerial faith plate in the FGD? If so, what's the ent name?
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  14. Post #254
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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.
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  15. Post #255

    July 2010
    2,053 Posts
    <3 Thanks.
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  16. Post #256
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,860 Posts
    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).
    Wait , are there two .fgds going about?
    Gah , this is going to be confusing
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  17. Post #257
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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
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  18. Post #258

    July 2010
    2,053 Posts
    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?
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  19. Post #259
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    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
    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.
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  20. Post #260
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,830 Posts
    did you do what the console says? check if there even is a folder or file
    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?
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  21. Post #261
    CJF
    PieClock's Avatar
    August 2006
    16,269 Posts
    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
    You're a legend.



    Thanks, this saves a lot of work
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  22. Post #262
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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.
    Hehe, I released mine 9 hours before you :P
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  23. Post #263
    Gold Member
    redBadger's Avatar
    November 2008
    14,864 Posts
    Has anyone released a 'playground' map of some sort yet?
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  24. Post #264
    ~ an extraordinary gentleman ~
    Namelezz!'s Avatar
    December 2006
    1,353 Posts
    Has anyone released a 'playground' map of some sort yet?
    Yes, this is what I'm waiting for as well.
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  25. Post #265
    Gold Member
    Wormy's Avatar
    July 2010
    8,084 Posts
    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?
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  26. Post #266
    strnadik's Avatar
    June 2010
    47 Posts
    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
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  27. Post #267
    Randdalf's Avatar
    March 2010
    2,435 Posts
    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.
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  28. Post #268
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,830 Posts
    Yes, this is what I'm waiting for as well.
    I am trying to make some prefabs now
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  29. Post #269
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Hehe, I released mine 9 hours before you :P
    Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.
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  30. Post #270
    Kyo
    Gold Member
    Kyo's Avatar
    February 2011
    513 Posts


    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.
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  31. Post #271
    noladu95's Avatar
    July 2010
    116 Posts
    "dynamic shadows with projected textures"
    enable shadow,
    shadow quality : high

    flags : enabled and always...
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  32. Post #272
    Gold Member
    Mitchel.'s Avatar
    April 2011
    1,187 Posts
    Sorry, didn't notice. Anyways, I still do think we could work faster if we did it together.
    Thats very good idea.
    You should work together.
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  33. Post #273
    Paulendy's Avatar
    January 2008
    846 Posts


    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.
    Looks cool, any chance of a release?
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  34. Post #274
    Ex-Least Respected Usergroup
    icemaz's Avatar
    June 2007
    7,113 Posts
    Has anyone released a 'playground' map of some sort yet?
    I'm on it, what sort of things should we have in it
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  35. Post #275
    Gold Member
    Wormy's Avatar
    July 2010
    8,084 Posts
    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?
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  36. Post #276
    Randdalf's Avatar
    March 2010
    2,435 Posts
    Anyone who's using my FGD, co-op entities are now added.
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  37. Post #277
    Shounic's Avatar
    May 2010
    2,112 Posts
    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?
    iirc from the creator of the SP co-op maker, no.

    second question, try typing map (co-op map here)
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  38. Post #278
    CJF
    PieClock's Avatar
    August 2006
    16,269 Posts
    Anyone who's using my FGD, co-op entities are now added.
    Is there any way you can give env_portal_laser a name and a enable and disable input?
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  39. Post #279
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Anyone who's using my FGD, co-op entities are now added.
    How about laser checkpoints? It's a little annoying having to use pink and black sprites for them.
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  40. Post #280
    Randdalf's Avatar
    March 2010
    2,435 Posts
    Is there any way you can give env_portal_laser a name and a enable and disable input?
    Well they have TurnOn and TurnOff at the moment.
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