Yeah it should be info_paint_sprayer, I'm gonna update soon and include a vmf with everything we've been working on, it should all be working.
How do i set it up, so hammer makes a copy of the .bsp to portal 2 instead of alienswarm?
Version 5 is out, quite a lot of updated entities, added cameras and fixed overlays.
Also included an example map with all the stuff we've added working, except for the damn catapult which was working but now it isn't, if you can figure out why I'd appreciate the help.
I made a custom map, It isn't finished but feel free to test it, Also i couldn't figure out how to give the player a portal gun so do "sv_cheats 1 ; impulse 101" in console
Anyone having any luck with func_instance? I know it's not new and it should compile into the map fine, but when I put some props (centered around 0,0,0) in a vmf, and then used that VMF as an instance, it shows up in my real map at 0,0,0 with most of the entities missing/broken.
Any thoughts as to what's going on?
How do I get lighting in my map? It's always fullbright.
Any chance you could add a Playback Rate tab thing to the prop_dynamics? Makes making panels that look nice a hell of a lot easier as you don't need godknows how many logic_relays to change them all.
By default you can change the portal guns settings and tell it wether it can fire a Blue portal only, an Orange portal only, or both portals at once!
Hm, info_paint_spray also crashes for me after not changing any settings on it at all.
It is time that we bring the black back into the light. Select this hollowed box and apply the toolsnolight texture. Tie to Entity or push ctrl + t and change the class of this brush entity to func_brush. While you can define every name in the map as you like, this one is defined! Name this func_brush to structure_seal
(I'm not sure if you still have the toolsnolight texture though) and you have to compile it like normal.
They work fine for me even with switch button.
But they are.
This is mainly because valve have a newer way to cull brushes which don't require you to use hints and skips.
Well okay only a few do it, but still.
Does anybody know how to make the GLaDOS model stare at the player?
Try asking them in the mapping thread. If GLaDOS is an NPC, you can try giving it an actbusy script I think it's called to stare at the player
If you remove -alldetail from the BSP part of the compile, you don't need the structure seal, and you can seal your maps normally!
I like the structure_seal anyway, I use it if theres any ruined parts I need to make so I can make it look like there are several test chambers in one huuuge room. Pretty useful for that purpose actually.
Also , please add parents to prop_buttons and such. Had to turn off smartedit to make parents :/
Thanks, I'll have a look.
Why is halflife2.fgd in there if we don't use it? :psyduck:
I can't play my map in portal 2 due to a "map has no planes" error or something similar, I got it to compile in Alien Swarm though, and have a func_brush structure_seal around the map, and seemed to have removed the -alldetail command. What's the issue?
Any news on getting the faith plates to work?
so I figured out in that trailer extra, the skybox is actually a bunch of displacement with a star texture, and there is a black texture on the outside the whole 3d skybox.
Its not like their native skyboxes.
And I still haven't figured out the Aerial Faith Plates, they were working before but I must have messed something up.
added lighting following the temporary POrtal 2 map wiki, same issues as above.
I have the fgd and only it selected in alien swarm hammer tools->options->game data files, then try the example map
Can this thing make defective turrets?