Wait, are you serious? So basically, that mean I need to clean my brushes up a bit more, and it'll go away?
Wait, are you serious? So basically, that mean I need to clean my brushes up a bit more, and it'll go away?
I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before.
If anyone can solve this for me, nightly builds for everyone.
I'll edit this post in a bit with a video of the bug.
Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.
If you could throw me a copy, bugs or not, that'd be great. This map looks fun how it is.![]()
6 min? What are you compiling it on, normal? If you are, then that, to me, is good (probably because i have an unoptimized map that takes like an hour to compile with VIS on fast. Better get dem area portals and propper).
I just hit F9 > Ok
Whatever the default settings are.. Oh, i think a while back someone told me to compile it with HDR on.. So there's that. Ad as far as i know, there are no area portals in my map.
https://developer.valvesoftware.com/...ojectedtexture
DO ITS NOW. :D
you can do it in the pretty color room. Instead of pretty colors. :)
Also, Are you func_detailing your crap?
You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. https://developer.valvesoftware.com/wiki/Visleafs yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" http://www.youtube.com/watch?v=TzUBDMuVQmA
Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster![]()
If you have a big open space containing several uninterrupted visleafs (visleafs are cut every 1024 units) then using a viscluster will tie them together. This does infact optimize the map (Assumeing they all have similar visibility) since it reducing the leaf number. Leaks take time to process.
Even better. Guess I AM optimizing.
Im func_Detailing anything with an odd shape, or that isnt square.. Thanks for the tip of the func_Viscluster
And about the projected texture.. Can you find me a tutorial?
http://bit.ly/H3uKqp here is a good one. also be careful what you are func_detailing. You may create leaks.
No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture
And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype
random_mister_blue
Edited:
No, i've got the hang of func_detail. I meant a tutorial about env_projectedtexture
On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated.
Don't think the limited light bridges are a bug, that's an engine limitation. As for the gel, try using the gel dispenser props and have the gel pour downwards.
The odd thing is, they work completely fine when inside a smaller room. I can portal the funnel into the colorful room, and it works fine. Gel flows normally, and everything.
Wow so fucking helpful
Huh. I've never mapped for portal 2, nor do I know the entities very well. I could dabble with it and relay my findings.
I'd like to try the map out, if you could allow it.
I had an idea of tying certain elements in the map to func_physboxes, so you could literally pick them up and carry them around. Thoughts?
func_physboxes can be good with certain things, but don't forget that the lighting is very odd on them.
actually, I'm quite curious on how you made those portal gate...things...
This is absolutely incredible! Half the stuff in this map I didn't even know where possible in Hammer, very impressive!
The portal gate things were made out of prop_linked_portal_doors
They're like giant portals tied to doors.. That you can shoot portals through! Thanks for the compliment. But what didn't you know was possible? o.e
Also. I'll be adding a video of a redesign soon.. Changed an area of the map, moved some testing elements around. Other things.
Sorry I havent added that new demo footage. Personal matters popped up which distracted me from the map. That's all done now, so i should have the footage up and recorded sometime soon.
It's alright, take your time. Life comes first.
Make one for old aperture as well
New footage. Bit of a redesign, improved the cube spawners. Added captions for this video.
Oh! I got my compile time down to 4 minutes.
Thanks for putting pipe decals behind the gel.
You still need to align those textures, but still, good job. Keep it up!
I really thought i was getting better at that. Guess not. Any spots you can see that are horribly misaligned?
Any spot where a square is cut off, what you can do if select a face, make it fit, and use a calculator and divide by a whole number until you get the right scale that you are looking for... or at least that's what I do. Then you'll have everything all nice and aligned, together, and with no cut off textures, like the square tiles. It take a bit of work to align a lot of stuff, but it makes the map look better too.
Okay thanks for the tip
In other news, i just heard about this
http://www.shacknews.com/article/735...lable-on-may-8
So i guess the map will be released then, in the workshop.
I had an idea for two little boxes. They both contain world portals. You can carry them around and such... Of course being world portals, they only update themselves when you drop them... Thoughts?
Scratch that.. They dont work properly.
Oh... Added a buton to toggle low gravity in the main area of the map.
Big question!
You know how in the portal 2 campaign, when you do certain things, it starts little sounds?
Like when you first pick up the companion cube, it sings a little. Or when you go in the speed gel, it plays this music,
Or really interacting with any test element causes a little musical cue to play..
Does anyone know how to case that to happen in hammer? I've got no clue, and would love to implement these.
Isn't the music dynamic or something? I recall something being said of the sort.
The question is, however, how does one do it?
The developer wiki says portal 2 added 'sound operators', so that may be the case.
That.... that is the question. I might offer a copy of the map to anyone who can reliably solve this question.
Anyone? Does anyone have any idea how to implement the dynamic music? I'll give you an early copy of the map if you can figure it out. I have no clue.
I found this:
https://developer.valvesoftware.com/wiki/Soundscripts
And this:
https://developer.valvesoftware.com/wiki/Soundscape
I assume they'll be helpful, the articles sound like what you're looking for.
Edit:
So I did a little more looking around.
That sounds about right.
Edit:
I guess. But it doesn't say how to implement the specific things i need.
In semi related news, but awesome nonetheless. I managed to snag one of these:
http://www.thinkgeek.com/interests/p...1/?cpg=tw#tabs