Adding New Cubes
Quote from CamBen on May 23, 2012, 8:12 pmIf you are looking for a firey looking cube, I have one somewhere in my files. If you just want the texture, though, I have attached it.
metal_box.pngya, the quality is kinda bad, I made this a long time ago.
If you are looking for a firey looking cube, I have one somewhere in my files. If you just want the texture, though, I have attached it.
ya, the quality is kinda bad, I made this a long time ago.
Aperture Science: We do our science asbestos we can!
Quote from RubyCarbuncIe on May 23, 2012, 10:08 pmHMW wrote:Perhaps it's a better idea to override one of the existing skins. That way you don't need to change the model in any way.
The process would be something like this:
- Extract one of the cube textures from the vpk files, open it in vtfedit, export the image and edit it. Make a new vtf file from the result.
- Find a cube texture in the vpk that you want to replace. Name your texture file (.vtf) the same, and put it in the same relative folder.
- Configure your cube so it uses the texture you replaced. (Ignore the fact that it does not show up yet.)
- Embed (PackBSP) the vtf file in your map, so it overrides the built-in one.
This is the most simple setup I can think of. The only drawback is that you don't see the texture while testing, unless you find some way to automate the packing process after each compile.
So, would doing this overwrite the skin permanently or just in the map I'm wanting to create? I don't want it to show up in every map I play.
The process would be something like this:
- Extract one of the cube textures from the vpk files, open it in vtfedit, export the image and edit it. Make a new vtf file from the result.
- Find a cube texture in the vpk that you want to replace. Name your texture file (.vtf) the same, and put it in the same relative folder.
- Configure your cube so it uses the texture you replaced. (Ignore the fact that it does not show up yet.)
- Embed (PackBSP) the vtf file in your map, so it overrides the built-in one.
This is the most simple setup I can think of. The only drawback is that you don't see the texture while testing, unless you find some way to automate the packing process after each compile.
So, would doing this overwrite the skin permanently or just in the map I'm wanting to create? I don't want it to show up in every map I play.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from FelixGriffin on May 23, 2012, 10:22 pmAll cubes in that one map.
All cubes in that one map.
Quote from RubyCarbuncIe on May 23, 2012, 10:45 pmWell then that's perfect! As long as it doesn't affect the skins of cubes in other maps than I could just replace the Companion Cube skin and that will be that. Thanks for the advice everybody! I wouldn't have minded having to do all the triggering for the buttons and what not. CamBen If I ever need a flame cube I'll look into using yours.
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I'll try and get a screenshot uploaded as soon as I can, if this works.
Well then that's perfect! As long as it doesn't affect the skins of cubes in other maps than I could just replace the Companion Cube skin and that will be that. Thanks for the advice everybody! I wouldn't have minded having to do all the triggering for the buttons and what not. CamBen If I ever need a flame cube I'll look into using yours.
I'll try and get a screenshot uploaded as soon as I can, if this works.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Groxkiller585 on May 24, 2012, 6:22 amHMW wrote:[*]Embed (PackBSP) the vtf file in your map, so it overrides the built-in one.[/list]Thing is, I don't think this applies in Portal 2. I've been trying to do this, and it has not worked to date for anything that is in the .vpks. AFAIK the only way to override the stuff in the .vpk is with another .vpk, either as dlc or in a sourcemod.
Thing is, I don't think this applies in Portal 2. I've been trying to do this, and it has not worked to date for anything that is in the .vpks. AFAIK the only way to override the stuff in the .vpk is with another .vpk, either as dlc or in a sourcemod.

Quote from FelixGriffin on May 24, 2012, 9:01 amOh, I forgot about that! Man, that's annoying.
But there is a way. Put the bsp in portal2_dlc3/maps, and it will be read before anything else (including the VPK's) in dlc2, dlc1, or portal2.
Oh, I forgot about that! Man, that's annoying.
But there is a way. Put the bsp in portal2_dlc3/maps, and it will be read before anything else (including the VPK's) in dlc2, dlc1, or portal2.
Quote from Groxkiller585 on May 24, 2012, 9:26 amFelixGriffin wrote:Oh, I forgot about that! Man, that's annoying.But there is a way. Put the bsp in portal2_dlc3/maps, and it will be read before anything else (including the VPK's) in dlc2, dlc1, or portal2.
This will work until dlc3 comes out, if it does
But there is a way. Put the bsp in portal2_dlc3/maps, and it will be read before anything else (including the VPK's) in dlc2, dlc1, or portal2.
This will work until dlc3 comes out, if it does

Quote from FourthReaper on May 24, 2012, 12:40 pmFelixGriffin wrote:But there is a way. Put the bsp in portal2_dlc3/maps, and it will be read before anything else (including the VPK's) in dlc2, dlc1, or portal2.But this means... no uploading it to the workshop, doesn't it?
And with that, skipping thousands of players. I mean, I love the community here on TWP, but it's way smaller than with addition of the workshop folks. So I kinda' want to let them see cubes, too.PS: Couldn't you theoretically place it in dlc99 or as high as it goes? Or is that somehow different in which case I now look stupid?
But this means... no uploading it to the workshop, doesn't it?
And with that, skipping thousands of players. I mean, I love the community here on TWP, but it's way smaller than with addition of the workshop folks. So I kinda' want to let them see cubes, too.
PS: Couldn't you theoretically place it in dlc99 or as high as it goes? Or is that somehow different in which case I now look stupid?

Quote from josepezdj on May 24, 2012, 3:23 pmGroxkiller585 wrote:Thing is, I don't think this applies in Portal 2. I've been trying to do this, and it has not worked to date for anything that is in the .vpks. AFAIK the only way to override the stuff in the .vpk is with another .vpk, either as dlc or in a sourcemod.Well, I've been doing some tries and Groxkiller, you are totally right. For this to work you should have the custom texture into the pak01_dir.vpk file. I've embed the custom one into the bsp to no avail.
But, again you're right, it does work with the mod structure! As long as I place the custom textures in their relative folders into my pak01_dir.vpk, it works!
Well, I've been doing some tries and Groxkiller, you are totally right. For this to work you should have the custom texture into the pak01_dir.vpk file. I've embed the custom one into the bsp to no avail.
But, again you're right, it does work with the mod structure! As long as I place the custom textures in their relative folders into my pak01_dir.vpk, it works!
Quote from Brainstone on May 24, 2012, 3:51 pmIn this thread it is described how to create a new model for a turret. If you simply switch the words "turret" and "cube" you could create a new model and apply it to all prop_weighted_cube entities in your map as instructed there. You will need to pak a duplicated model, a custom texture and a custom .nut script into your BSP.
Have a look: http://forums.thinking.withportals.com/post42321.html#p42321
In this thread it is described how to create a new model for a turret. If you simply switch the words "turret" and "cube" you could create a new model and apply it to all prop_weighted_cube entities in your map as instructed there. You will need to pak a duplicated model, a custom texture and a custom .nut script into your BSP.
Have a look: http://forums.thinking.withportals.com/post42321.html#p42321