1. Post #321

    February 2009
    133 Posts
    could someone provide a vmf with a working coop spawn and goal?
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  2. Post #322
    Paulendy's Avatar
    January 2008
    846 Posts
    For anyone wondering how to edit textures, someone on another forum I go to posted this:

    As Valve have updated the VTF spec for portal 2 all editing apps are currently incompatible with the revision (including the photoshop VTF plugin), so we're going to need to make a small change to make it work.

    Start off by extrating the textures from the vpk using GCFscape, remember to open pak01_dir.vpk and not any others.


    If you're using VTFEdit you'll get the following error.


    You're going to need to download a hex editor, any one will work but I prefer to use xvi32. Extract the editor to where ever you want and open up your extracted texture in it. You'll get something like this.


    Look for "05" in the top row, its almost always the 9th byte and I'm yet to find a file where it's not. Change this to 04 and save the file.


    Then open up the texture again and it should work. Remember if you're editing the file for use in game, you'll need to revert the byte before loading it into Portal 2
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  3. Post #323
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Tell me anything else I need to do?
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  4. Post #324
    Paulendy's Avatar
    January 2008
    846 Posts
    Tell me anything else I need to do?
    Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.
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  5. Post #325
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Put the other observation room back in, dynamic lights are not important enough to get rid of it, and it just looks wrong without it.
    Guess you are right.
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  6. Post #326
    Dennab
    July 2010
    727 Posts
    Guess you are right.
    Also make button and cube switching to orange!
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  7. Post #327
    Baboo00's Avatar
    July 2009
    4,172 Posts
    Tell me anything else I need to do?
    Switch to the new emancipation grid texture maybe.
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  8. Post #328
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Also make button and cube switching to orange!
    I'll be honest I have no idea how.
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  9. Post #329
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    What fgd are you using, check out the one me and Randdalf made. In the zip there's an example map with all the cube and button types, and they are turning to orange in-game so you can just copy those or look at their properties.
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  10. Post #330
    spawn camp3r's Avatar
    August 2007
    869 Posts
    Tell me anything else I need to do?
    new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.
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  11. Post #331
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Switch to the new emancipation grid texture maybe.
    Done.
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  12. Post #332
    I LIKE BIG DUCKS AND I CANNOT LIE, YOU OTHER QUACKS CAN'T DENY
    Wootman's Avatar
    December 2008
    13,381 Posts
    For those whom the fgd isn't working, it depends where you're placing your fgd, for now just put it in the ".../Steam/steamapps/<username>/source_sdk/bin/orangebox/bin/" folder and use it from there, the next version will extend the alienswarm base instead of halflife2 and then you can place it on the same folder as the alienswarm fgds.
    I just moved halflife2.fgd to the bin folder in alien swarm.
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  13. Post #333

    February 2009
    133 Posts
    I completed my first test chamber! :buddy:
    Could you share how to make the moving panels shown in your screenshots?
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  14. Post #334
    Kyo
    Gold Member
    Kyo's Avatar
    February 2011
    513 Posts
    I'll be honest I have no idea how.
    prop_weighted_cube and prop_floor_button
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  15. Post #335
    Haski's Avatar
    March 2011
    32 Posts
    Tell me anything else I need to do?
    Looks bloody great. Are you going to make any other Portal 1 maps?
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  16. Post #336
    Gold Member
    Stimich's Avatar
    July 2008
    1,965 Posts
    Tell me anything else I need to do?
    Looks awesome, though this is chamber 09. Not 07.
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  17. Post #337
    Fearlezz's Avatar
    November 2007
    923 Posts



    My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?
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  18. Post #338
    Gold Member

    August 2010
    5,708 Posts
    I remember a long time ago before any trailers, I made this

    Maybe I can do more of these? with the new materials and etc
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  19. Post #339
    CJF
    PieClock's Avatar
    August 2006
    16,269 Posts



    My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?

    Damn that looks fucking awesome. Nice.
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  20. Post #340
    ZOEY SMITH
    Sexy Robot's Avatar
    November 2010
    3,880 Posts
    I remember a long time ago before any trailers, I made this

    Maybe I can do more of these? with the new materials and etc
    100 years later, the entire facility is in ruins.


    Yet the elevator seems completely untouched!

    :iiam:
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  21. Post #341
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    new super coliding super button, and make the cube change colors when it touches (if possible) also maybe the new elevator.
    About the new elevators that will require some fixing from my side and I'm not a magician.

    Edited:

    Okay, looks like I pulled it off. Might contain slight spoiler
    Added the new fizzler, The elevator and Re added the observation room.
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  22. Post #342
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,860 Posts
    About the new elevators that will require some fixing from my side and I'm not a magician.

    Edited:

    Okay, looks like I pulled it off. Might contain slight spoiler
    Added the new fizzler, The elevator and Re added the observation room.
    Can you please spill the beans on the elevator? Is that just a pre-fab or something?
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  23. Post #343
    It's a boomer! Watch out!
    boomer678's Avatar
    March 2009
    1,519 Posts
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  24. Post #344
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    Can you please spill the beans on the elevator? Is that just a pre-fab or something?
    Totally copied from another map. I had to fix the path for the elevator and the open animation.
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  25. Post #345
    Haski's Avatar
    March 2011
    32 Posts
    Awesome can we get a link?
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  26. Post #346
    As a wise man once said: Never ask Fatfatfatty for computer advice
    Fatfatfatty's Avatar
    March 2009
    13,231 Posts
    I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?
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  27. Post #347
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,860 Posts



    My map is almost finished. Just need to fix the laser going through the walls bug. Anyone know how to fix that?
    holy
    fucking
    shit


    how the hell did you make it so much like an actual P2 map?
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  28. Post #348
    ♡ Cœur de Pirate ♡
    sparky28000's Avatar
    April 2009
    2,550 Posts
    holy
    fucking
    shit


    how the hell did you make it so much like an actual P2 map?
    I think it's called copy and paste.
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  29. Post #349
    Gold Member

    October 2008
    3,838 Posts
    Just having some fun.

    By the way, you can make the liquid asbestos things pull instead of push by making the linear force negative.
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  30. Post #350
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    May I ask what you did to change the direction of the tractor beam? I wanna add that to the fgd.

    Nevermind I'm a moron who can't read
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  31. Post #351

    February 2009
    133 Posts
    I have no idea to make panels work properly so I just made some makeshift soloution with a func_door_rotating so i could stand on it, but I have seen panels with what appears to be func_brushes or other entities attached to them, how do i do this?


    Ok,

    First, make a prop_dynamic with the armliving64x64 or similar model. Place it so that the panel portion of the model correlates with the brush you want to move.

    Example:


    Make the brush into a func_brush, give it a name, and parent it to the arm model.

    In the model browser, look through the different available animations under the sequence tab and find the one you want. Note the name of this sequence.

    Example:


    Create a logic_auto entity and give it a new output. It should read as: OnMapSpawn , <brush name> , SetParentAttachmentMaintainOffset , panel_attach

    Example:


    Create a trigger with an output to the arm model to start an animation.

    Example:



    I'm pretty sure there's more to it (esp. regarding idle positions), but this is what I've grasped so far.


    Final result:


    Example vmf: Download
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  32. Post #352
    Fearlezz's Avatar
    November 2007
    923 Posts
    I think it's called copy and paste.
    Only thing I copied was the fog entity to get the right settings. Even then I changes most values. Thank you very much.
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  33. Post #353
    noladu95's Avatar
    July 2010
    116 Posts
    http://img62.xooimage.com/files/b/4/6/portal_test_010000-27f8cad.jpg
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  34. Post #354
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,830 Posts
    I should be having a test map up soon too.
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  35. Post #355
    Gold Member

    October 2008
    3,838 Posts
    Anyone willing to investigate what the brush entity "func_liquidportal" is?
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  36. Post #356
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,860 Posts
    I think it's called copy and paste.
    Damn. I was thinking it was called "effort"

    Edited:

    I am the self-proclaimed king of panels. I've spent the whole of today working on my map. Should've got more done , to be honest.
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  37. Post #357
    Paulendy's Avatar
    January 2008
    846 Posts
    Damn. I was thinking it was called "effort"

    Edited:

    I am the self-proclaimed king of panels. I've spent the whole of today working on my map. Should've got more done , to be honest.
    Screenshots?
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  38. Post #358
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Dlaor-guy posted:
    Anyone willing to investigate what the brush entity "func_liquidportal" is?
    That has been there since Portal 1, it's described as "A space that fills with portal liquid and teleports entities when done filling"
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  39. Post #359
    Ex-Least Respected Usergroup
    icemaz's Avatar
    June 2007
    7,113 Posts
    How do I make a working Coop map I just can't get it working, when I do I can release the first version of my Playground map
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  40. Post #360
    noladu95's Avatar
    July 2010
    116 Posts
    http://img60.xooimage.com/files/4/7/0/portal_test_010001-27f9195.jpg
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