After importing to Hammer I've got two rooms in the start
Quote from Ricardo707 on April 30, 2013, 12:19 pmHi, I'm sorry if it was asked before, anyway I couldn't find it on the forum neither googling...
My problem is after importing a map from PeTI to Hammer and compiling it to play. I imported it because I only want to upload it to Workshop and it has so many items, I don't want to do any changes.My question is: why after compiling it in Hammer and playing it I have to go through two starting rooms after beginning the map? and how can I have one room only, as PeTI does?
Thank you in advanced!
Hi, I'm sorry if it was asked before, anyway I couldn't find it on the forum neither googling...
My problem is after importing a map from PeTI to Hammer and compiling it to play. I imported it because I only want to upload it to Workshop and it has so many items, I don't want to do any changes.
My question is: why after compiling it in Hammer and playing it I have to go through two starting rooms after beginning the map? and how can I have one room only, as PeTI does?
Thank you in advanced!
Quote from Ultiman9711 on April 30, 2013, 8:35 pmIf by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.
If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.
If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.
If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.

Quote from Gemarakup on May 1, 2013, 12:34 amUltiman9711 wrote:If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.
I thought you have to manually set the player start in the elevator with a parameter in one of the instances.
If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.
I thought you have to manually set the player start in the elevator with a parameter in one of the instances.
Quote from Ultiman9711 on May 1, 2013, 2:20 amyishbarr wrote:Ultiman9711 wrote:If by two starting rooms you mean Elevator + Entry hallway, then this is normal. When you test a map in PTI, it uses a special mode that starts you in the entry hallway. After you export to Hammer, you no longer test in the PTI mode, and thus start in the elevator.If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.
I thought you have to manually set the player start in the elevator with a parameter in one of the instances.
Last time I tried doing the PTI export, the map started in the elevator. Although that was a while ago, there is a chance that when the puzzle is exported the parameter is set to start in elevator. My theory is that when you compile in PTI the parameter is set to start in the hallway.
As well, the map that you export is a .vmf, not .bsp, so the parameter can be set at compile time by PTI. When you compile to publish on workshop, the parameter is changed. Looking at carl.kenner's styles mod could be of some help in verifying this as it has the ability to choose where you spawn in the PTI. I'll take a look at the scripts and post if my theory is plausible or even true.
Edit: If somebody already knows, then shed us some light on if my theory is true or not. It definitely seems plausible to me. And I typed this all on my mobile device at midnight, so I apologize for spelling/confusing explanations.
If you are using BEE with the Single-Portal Device, there are two Entry Hallways, the one where you pick up the device and then the standard PTI one. Once again, you don't see this when you test in PTI.
If this isn't what you mean, then post pics of the two rooms.
I thought you have to manually set the player start in the elevator with a parameter in one of the instances.
Last time I tried doing the PTI export, the map started in the elevator. Although that was a while ago, there is a chance that when the puzzle is exported the parameter is set to start in elevator. My theory is that when you compile in PTI the parameter is set to start in the hallway.
As well, the map that you export is a .vmf, not .bsp, so the parameter can be set at compile time by PTI. When you compile to publish on workshop, the parameter is changed. Looking at carl.kenner's styles mod could be of some help in verifying this as it has the ability to choose where you spawn in the PTI. I'll take a look at the scripts and post if my theory is plausible or even true.
Edit: If somebody already knows, then shed us some light on if my theory is true or not. It definitely seems plausible to me. And I typed this all on my mobile device at midnight, so I apologize for spelling/confusing explanations.
Quote from FelixGriffin on May 1, 2013, 8:25 amYou're right, there is a parameter like that that's set at compile time. Puzzlemaker_export should set it to start in the elevator. Preview.vmf should not.
You're right, there is a parameter like that that's set at compile time. Puzzlemaker_export should set it to start in the elevator. Preview.vmf should not.
Quote from Ricardo707 on May 2, 2013, 2:46 pmSo are you meaning there is a command to export the map without the teleport and don't you know which is it?
Or are you meaning I should make a preview of a map and take the Preview.bsp file to import on Hammer editor?If you're meaning the first thing, I hope anyone can help me and the other users that can be got in this trouble.
If you're meaning the second one, it isn't possible to me to take the Preview.bsp file because it has 'too many items' as explains PeTI editor, so I can't build the geometry and therefore I couldn't preview it to take the file... and I would like to ask for another way to solve it!And of course, thanks everybody for all the answers!
P.S. Can somebody tell me the differences between Preview.vmf and Preview.bsp files?
So are you meaning there is a command to export the map without the teleport and don't you know which is it?
Or are you meaning I should make a preview of a map and take the Preview.bsp file to import on Hammer editor?
If you're meaning the first thing, I hope anyone can help me and the other users that can be got in this trouble.
If you're meaning the second one, it isn't possible to me to take the Preview.bsp file because it has 'too many items' as explains PeTI editor, so I can't build the geometry and therefore I couldn't preview it to take the file... and I would like to ask for another way to solve it!
And of course, thanks everybody for all the answers!
P.S. Can somebody tell me the differences between Preview.vmf and Preview.bsp files?
Quote from FelixGriffin on May 2, 2013, 4:35 pmVMF is editable. BSP is playable. VBSP turns a VMF into a BSP.
Puzzlemaker_export "MAP_NAME_HERE" in the console exports the map to MAP_NAME_HERE.vmf, but if you can't build it it's not possible to import it into Hammer.
VMF is editable. BSP is playable. VBSP turns a VMF into a BSP.
Puzzlemaker_export "MAP_NAME_HERE" in the console exports the map to MAP_NAME_HERE.vmf, but if you can't build it it's not possible to import it into Hammer.

Quote from Gemarakup on May 3, 2013, 7:12 amP2C is editable in PTI. The command converts it to a vmf. Build converts it to a vmf and then activates VBSP to convert the file to a BSP. VBSP converts vmf to BSP.
P2C is editable in PTI. The command converts it to a vmf. Build converts it to a vmf and then activates VBSP to convert the file to a BSP. VBSP converts vmf to BSP.
Quote from Ricardo707 on May 5, 2013, 1:25 pmI'm a mapping noob.
I'm a little confused because I don't know the mean of most of these abbreviations, like P2C or VBSP.
But I google'd them and I think P2C is the file of a chamber being edited in PeTI and VBSP is Hammer VMF-BSP conversor. Correct me if I'm wrong.So I will explain my problem in images, there are notes on the two last captures. Note that this is the Workshop final version of the map, but I would like to make it with a simplier start chamber, without teleport and I would like to change the 02 number to 01, 00 or other. If the number can't be changed I would like to know how to delete that chamber and make the PeTI one, without the item that shows the chamber number.
http://k34.kn3.net/A06B72842.png
http://k41.kn3.net/B36F7089C.png
http://k45.kn3.net/1BC52876B.png
http://k44.kn3.net/7290B2245.pngAnd again, thanks a lot everybody for helping!
I'm a mapping noob.
I'm a little confused because I don't know the mean of most of these abbreviations, like P2C or VBSP.
But I google'd them and I think P2C is the file of a chamber being edited in PeTI and VBSP is Hammer VMF-BSP conversor. Correct me if I'm wrong.
So I will explain my problem in images, there are notes on the two last captures. Note that this is the Workshop final version of the map, but I would like to make it with a simplier start chamber, without teleport and I would like to change the 02 number to 01, 00 or other. If the number can't be changed I would like to know how to delete that chamber and make the PeTI one, without the item that shows the chamber number.
http://k34.kn3.net/A06B72842.png
http://k41.kn3.net/B36F7089C.png
http://k45.kn3.net/1BC52876B.png
http://k44.kn3.net/7290B2245.png
And again, thanks a lot everybody for helping!
Quote from FelixGriffin on May 5, 2013, 3:50 pmWe don't have permission to view those files, check if they're private.
We don't have permission to view those files, check if they're private.