Converting PTI maps to other themes - Tutorial Help
Quote from RubbishyUsername on June 8, 2012, 11:13 amI've noticed that although a while ago, before DLC 1, there was a style tutorial for all the various themes in Portal 2 (Wheatley, Clean, Destroyed, Underground, etc.).
Now that the DLC has come out, clean-themed chambers are even easier to make, and require no real use of Hammer at all (don't argue that it's a "Cave Johnson multiverse" theme, because it isn't.).
So why don't we compile a tutorial for taking an existing PTI map and turning it into these other themes, using the new instances and the way the Hammer editor works post-update.
Now why do I think it'd be a good idea? Well because nearly every Wheatley or post-apocalyptic map these days will have started life as a PTI test, and I'm sure anyone who doesn't know how to make this jump will want in. Including me.
Anyone else think this is a good idea? Is it something that should be compiled here so it can be discussed, then copied to the wiki?
I've noticed that although a while ago, before DLC 1, there was a style tutorial for all the various themes in Portal 2 (Wheatley, Clean, Destroyed, Underground, etc.).
Now that the DLC has come out, clean-themed chambers are even easier to make, and require no real use of Hammer at all (don't argue that it's a "Cave Johnson multiverse" theme, because it isn't.).
So why don't we compile a tutorial for taking an existing PTI map and turning it into these other themes, using the new instances and the way the Hammer editor works post-update.
Now why do I think it'd be a good idea? Well because nearly every Wheatley or post-apocalyptic map these days will have started life as a PTI test, and I'm sure anyone who doesn't know how to make this jump will want in. Including me.
Anyone else think this is a good idea? Is it something that should be compiled here so it can be discussed, then copied to the wiki?

Quote from Lpfreaky90 on June 8, 2012, 11:35 amI think it's a bad idea. The style guide is very good but it requires basic knowledge of hammer.
Other styles like underground/wheatley and destroyed also require knowledge from hammer. In general I found that it's easier to completely create the map from scratch in order to get the desired effect instead of "fixing" the PTI maps.
So I'd say make the PUZZLE in the pti and use that as a blueprint for you hammer level. Don't use the PTI vmf to make a hammer level.
I think it's a bad idea. The style guide is very good but it requires basic knowledge of hammer.
Other styles like underground/wheatley and destroyed also require knowledge from hammer. In general I found that it's easier to completely create the map from scratch in order to get the desired effect instead of "fixing" the PTI maps.
So I'd say make the PUZZLE in the pti and use that as a blueprint for you hammer level. Don't use the PTI vmf to make a hammer level.
Quote from CamBen on June 8, 2012, 2:31 pmwhat I am doing For my Cubey (chamber 17) revisited map is I am making it in PTI, deleting the walls to combine them where I can, adding the details, and taking out all the unnecessary stuff. It may not be the best method, but it works. the rattmann den is a little special, in more ways than design. You'll see IF I ever release the map or WIP.
but really, I would recommend deleting all the walls except a few, stretching them to fit, make them a lot thinner, and delete unnecessary stuff. then start actually building it.
what I am doing For my Cubey (chamber 17) revisited map is I am making it in PTI, deleting the walls to combine them where I can, adding the details, and taking out all the unnecessary stuff. It may not be the best method, but it works. the rattmann den is a little special, in more ways than design. You'll see IF I ever release the map or WIP.
but really, I would recommend deleting all the walls except a few, stretching them to fit, make them a lot thinner, and delete unnecessary stuff. then start actually building it.
Aperture Science: We do our science asbestos we can!
Quote from Lpfreaky90 on June 8, 2012, 3:29 pmThe problem of the not-walls is that it's all overly complex and uses a lot more entities then you usually need in hammer. In the PTI the entities require this high amount of flexibility.
The problem of the not-walls is that it's all overly complex and uses a lot more entities then you usually need in hammer. In the PTI the entities require this high amount of flexibility.