Better understanding help?
Quote from Lady_Vinyl on February 5, 2014, 2:36 pmSo, after a long time I finally have some time for Hammer again.
And now to my next problem: the sound I want to trigger does not play, when I start the map. I have used the light I have in the room for the output.
At the moment I want to make a room with everything I need for my maps, with the right outputs, instances etc. so I only need to copy and paste everything and just change the outputs and things when I make a new map.
So, to play a soundclip I have this output for the light logic_auto in my room:
My output named: OnMapSpawn
Targets entities named: Voice_Wheatley
Via this input: PlaySound
With a parameter override of: <none>
After a delay in seconds of: 3.00
Fire once onlyThe Scene file I chose is "vo/wheatley/bw_a4_first_test02.wav" for the entity: logic_choreographed_scene. Name is Voice_Wheatley.
The output from the light is the input for the logic_choreographed_scene. It also is entered there as an input. But after waiting the 3 seconds, the sound doesn't play. Even if I wait longer.
Do I need another Output than OnMapSpawn, when I want to play the sound 3 seconds after the map loaded?
So, after a long time I finally have some time for Hammer again.
And now to my next problem: the sound I want to trigger does not play, when I start the map. I have used the light I have in the room for the output.
At the moment I want to make a room with everything I need for my maps, with the right outputs, instances etc. so I only need to copy and paste everything and just change the outputs and things when I make a new map.
So, to play a soundclip I have this output for the light logic_auto in my room:
My output named: OnMapSpawn
Targets entities named: Voice_Wheatley
Via this input: PlaySound
With a parameter override of: <none>
After a delay in seconds of: 3.00
Fire once only
The Scene file I chose is "vo/wheatley/bw_a4_first_test02.wav" for the entity: logic_choreographed_scene. Name is Voice_Wheatley.
The output from the light is the input for the logic_choreographed_scene. It also is entered there as an input. But after waiting the 3 seconds, the sound doesn't play. Even if I wait longer.
Do I need another Output than OnMapSpawn, when I want to play the sound 3 seconds after the map loaded?
Quote from FelixGriffin on February 5, 2014, 2:53 pmOnMapSpawn is an output for a logic_auto, not for a light. Make a logic_auto and move the output to that.
OnMapSpawn is an output for a logic_auto, not for a light. Make a logic_auto and move the output to that.
Quote from Lady_Vinyl on February 5, 2014, 2:56 pmStill the same, nothing happens.
Still the same, nothing happens.
Quote from FelixGriffin on February 5, 2014, 4:11 pmTwo other problems: a choreo scene doesn't take a sound file, it takes a scene file. It should end in .vcd, not .wav. And the input is Start, not PlaySound.
Two other problems: a choreo scene doesn't take a sound file, it takes a scene file. It should end in .vcd, not .wav. And the input is Start, not PlaySound.
Quote from Lady_Vinyl on February 5, 2014, 5:28 pmFelixGriffin wrote:Two other problems: a choreo scene doesn't take a sound file, it takes a scene file. It should end in .vcd, not .wav. And the input is Start, not PlaySound.And which instance takes a sound file? That would help me ...
And which instance takes a sound file? That would help me ...
Quote from FelixGriffin on February 5, 2014, 6:42 pmAmbient_generic, but it doesn't do choreography or notify you when the sound ends. You have the right entity, but you need to select the scene instead of the sound file.
Ambient_generic, but it doesn't do choreography or notify you when the sound ends. You have the right entity, but you need to select the scene instead of the sound file.
Quote from CJLERCH on February 6, 2014, 12:51 amTry looking the topic up on youtube. That's mainly how I started out. I remember I was so happy when I had successfully created a fizzler for the first time. If you can't find what you need on youtube, try the developer site (developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design).
Try looking the topic up on youtube. That's mainly how I started out. I remember I was so happy when I had successfully created a fizzler for the first time. If you can't find what you need on youtube, try the developer site (developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design).
Guy: Hey dure i will date u
Girl: sure
Quote from Lady_Vinyl on March 12, 2014, 7:29 pmOkay, I finally found a way for Voice Clips via Ambient_generic. But for now, no cheography.
At the moment there is another problem.At this point I am doing my maps in the in-game puzzlemaker, then export them with the developer console. Then I can open them in Hammer and just change the voice clips or add some.
But my question is ... when I export the map and open it in Hammer, then I do it this way:
Map -> Entity Report ...
Then I look at the Ambient_Generic thingies and search the sound clips that are used (not that hard to do). But when I click "go to" on the chosen entity, it opens another .vmf file.
In the case of mine at the moment, it is the .vmf file from this path:C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editor_1960elevator_entrance.vmf
I used the Style Changer software for Portal 2 to make my map have the style of the salt mines in 1960s. Then I exportet it into .vmf so Hammer could open the file from the puzzlemaker.
There are two problems now:
1.) The opened map in Hammer does not export the textures used in the in-game puzzlemaker. So, when I compile the loaded map for example to test the changed sounds, it uses the standard graphics from Portal 2. So the chamber inside does not look like 1960, it looks like "normal white and black walls". In addition, the Reflection Gel is not dark grey or silver anymore, it is transpearent now (only outside of puzzlemaker and only on ground and walls - when it falls outside the pipe the gel is still dark grey / silver). How can I fix this?
2.) It seems the exported map is splitted into two files which are connected through a "portal world door" or something like this. So, when I want to change the sounds from the exported map, it does not only change the sound clips for this one map, it changes the sound clips for every map which uses the 1960's style - in my case, the file:
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editor_1960elevator_entrance.vmf
So 'p2editor_1960elevator_entrance.vmf' is the instance file for the 1960's files, if I am correct (it's difficult for me to understand everything of that correctly, because most of this I discovered by myself today ... learning by doing).
But I searched the whole files in Hammer for a connection between my exported map file (which is the chamber inside) and the Elevator Entrance Instance (which is the chamber outside, the salt mine). But I didn't find anything related to one of these files. No instances. The only thing I found in the 'p2editor_1960elevator_entrance.vmf' are two "linked_portal_door", one at the entrance to the chamber inside and one at the exit of the chamber inside. But it has no inputs or outputs. That confuses me. Where are these two things connected?
That is very important for my sound files, since I don't want the same sound clips for every map that uses the same decade.I hope you understood these two problems and can help me. It's still very confusing and complicated. But I try to learn.
And yes, I asked Google, Youtube and I searched the Developer Site for this. I found nothing related to my problem, since most or all other mappers do the maps from scratch in hammer.
But that's way too complicated for me, since doing maps in the in-game puzzlemaker is much more fast.
Okay, I finally found a way for Voice Clips via Ambient_generic. But for now, no cheography.
At the moment there is another problem.
At this point I am doing my maps in the in-game puzzlemaker, then export them with the developer console. Then I can open them in Hammer and just change the voice clips or add some.
But my question is ... when I export the map and open it in Hammer, then I do it this way:
Map -> Entity Report ...
Then I look at the Ambient_Generic thingies and search the sound clips that are used (not that hard to do). But when I click "go to" on the chosen entity, it opens another .vmf file.
In the case of mine at the moment, it is the .vmf file from this path:
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editor_1960elevator_entrance.vmf
I used the Style Changer software for Portal 2 to make my map have the style of the salt mines in 1960s. Then I exportet it into .vmf so Hammer could open the file from the puzzlemaker.
There are two problems now:
1.) The opened map in Hammer does not export the textures used in the in-game puzzlemaker. So, when I compile the loaded map for example to test the changed sounds, it uses the standard graphics from Portal 2. So the chamber inside does not look like 1960, it looks like "normal white and black walls". In addition, the Reflection Gel is not dark grey or silver anymore, it is transpearent now (only outside of puzzlemaker and only on ground and walls - when it falls outside the pipe the gel is still dark grey / silver). How can I fix this?
2.) It seems the exported map is splitted into two files which are connected through a "portal world door" or something like this. So, when I want to change the sounds from the exported map, it does not only change the sound clips for this one map, it changes the sound clips for every map which uses the 1960's style - in my case, the file:
C:Program Files (x86)SteamSteamAppscommonPortal 2sdk_contentmapsinstancesp2editor_1960elevator_entrance.vmf
So 'p2editor_1960elevator_entrance.vmf' is the instance file for the 1960's files, if I am correct (it's difficult for me to understand everything of that correctly, because most of this I discovered by myself today ... learning by doing).
But I searched the whole files in Hammer for a connection between my exported map file (which is the chamber inside) and the Elevator Entrance Instance (which is the chamber outside, the salt mine). But I didn't find anything related to one of these files. No instances. The only thing I found in the 'p2editor_1960elevator_entrance.vmf' are two "linked_portal_door", one at the entrance to the chamber inside and one at the exit of the chamber inside. But it has no inputs or outputs. That confuses me. Where are these two things connected?
That is very important for my sound files, since I don't want the same sound clips for every map that uses the same decade.
I hope you understood these two problems and can help me. It's still very confusing and complicated. But I try to learn.
And yes, I asked Google, Youtube and I searched the Developer Site for this. I found nothing related to my problem, since most or all other mappers do the maps from scratch in hammer.
But that's way too complicated for me, since doing maps in the in-game puzzlemaker is much more fast.
Quote from iWork925 on March 12, 2014, 11:38 pmLady_Vinyl wrote:...most or all other mappers do the maps from scratch in hammer.
But that's way too complicated for me, since doing maps in the in-game puzzlemaker is much more fast.On the contrary, you are having these problems BECAUSE you are using the PTI editor. Sure, its great for quick simple maps (as it was designed for), but you are trying to do quite complex things. I think if you took the time to learn hammer from scratch it would actually save you time in the long run, rather then having to run around with the stupid PTI mods (which just brings Hammer functionality to PTI). This would solve problem #1, with the wall textures. Just retexture the brushes to the 60s textures. Done.
As for problem #2: I don't really know how much you understand instances, but an instance is a LIVE copy of another vmf map through the use of a func_instance. Any changes to the instanced map will be reflected in all instances of it. So if you change the instanced map it will change in all the maps it is instanced. If you have an instance in your map it will be through the use of a func_instance. You can find these with the entity report.
Again, the problem is you are using PTI maps; which if I recall correctly, is made entirely of instances. If you change these instances, they will reflect ALL your maps that use them. It will save you time and grief if you either create these from scratch or create a copy of the instance and change that. I can help you with learning Hammer if you would like; add me: http://steamcommunity.com/id/iwork925
But that's way too complicated for me, since doing maps in the in-game puzzlemaker is much more fast.
On the contrary, you are having these problems BECAUSE you are using the PTI editor. Sure, its great for quick simple maps (as it was designed for), but you are trying to do quite complex things. I think if you took the time to learn hammer from scratch it would actually save you time in the long run, rather then having to run around with the stupid PTI mods (which just brings Hammer functionality to PTI). This would solve problem #1, with the wall textures. Just retexture the brushes to the 60s textures. Done.
As for problem #2: I don't really know how much you understand instances, but an instance is a LIVE copy of another vmf map through the use of a func_instance. Any changes to the instanced map will be reflected in all instances of it. So if you change the instanced map it will change in all the maps it is instanced. If you have an instance in your map it will be through the use of a func_instance. You can find these with the entity report.
Again, the problem is you are using PTI maps; which if I recall correctly, is made entirely of instances. If you change these instances, they will reflect ALL your maps that use them. It will save you time and grief if you either create these from scratch or create a copy of the instance and change that. I can help you with learning Hammer if you would like; add me: http://steamcommunity.com/id/iwork925

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

Quote from TeamSpen210 on March 12, 2014, 11:41 pmYou want to duplicate the instance file and edit that, then edit the func_instance to point to the new one (maybe start with the quiet instances). The connection is through the linked_portal_door entities, each has the name of the other one in the configuration. I'd really suggest making Old Aperture maps from scratch, maybe using some of the instances since the stylechanger version really isn't too accurate.
You also should hold control when compiling in the PTI, then copy and edit sdk_content/maps/styled/preview so you can get the vmf edited by the Stylechanger.
You want to duplicate the instance file and edit that, then edit the func_instance to point to the new one (maybe start with the quiet instances). The connection is through the linked_portal_door entities, each has the name of the other one in the configuration. I'd really suggest making Old Aperture maps from scratch, maybe using some of the instances since the stylechanger version really isn't too accurate.
You also should hold control when compiling in the PTI, then copy and edit sdk_content/maps/styled/preview so you can get the vmf edited by the Stylechanger.
[spoiler]- BEE2 Addons | (BEE2)
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Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]