custom scripts/transitions/multiple levels
Quote from Hzamd on May 23, 2012, 10:44 amWazzup everyone
got a few questions here :
-I will try to upload my first map in the workshop ( don't worry I made several with Hammer) and here is my question : do you got any tutorial to export an hammer map in the workshop ?
- Is it possible to put custom stuuf in ? (such as scripts, ents, func...) I have heard about a program, but I forgot the name and the way to use it.
- Can we add multiple levels in once ? Or we must put them one by one ? If it's possible, could we link them with transition scripts ?Thx for your future repiles !
Wazzup everyone
got a few questions here :
-I will try to upload my first map in the workshop ( don't worry I made several with Hammer) and here is my question : do you got any tutorial to export an hammer map in the workshop ?
- Is it possible to put custom stuuf in ? (such as scripts, ents, func...) I have heard about a program, but I forgot the name and the way to use it.
- Can we add multiple levels in once ? Or we must put them one by one ? If it's possible, could we link them with transition scripts ?
Thx for your future repiles !
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from zivi7 on May 23, 2012, 11:30 amYou should have found this easily when searching the forum, but anyway:
To publish custom maps to the Workshop, use p2map_publish.exe in the folder SteamSteamAppscommonportal 2bin
Afaik you can have all the custom stuff in it you want. I don't know if level transitions work or if you have to upload the levels seperatly.
You should have found this easily when searching the forum, but anyway:
To publish custom maps to the Workshop, use p2map_publish.exe in the folder SteamSteamAppscommonportal 2bin
Afaik you can have all the custom stuff in it you want. I don't know if level transitions work or if you have to upload the levels seperatly.
Quote from UsCobra11 on May 23, 2012, 11:33 amBefore you run p2map_publish.exe, you have to put a global_pti_ents instance somewhere in your map. It's in one of the instance folders, I can't check right now, I'm not at home (but the name should be related to PTI)
Before you run p2map_publish.exe, you have to put a global_pti_ents instance somewhere in your map. It's in one of the instance folders, I can't check right now, I'm not at home (but the name should be related to PTI)
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Quote from Hzamd on May 23, 2012, 12:58 pmThx a lot
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpk
Thx a lot
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpk
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from ChickenMobile on May 24, 2012, 4:00 amHzamd wrote:Thx a lot
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpkPakrat.
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpk
Pakrat.
Quote from Lpfreaky90 on May 24, 2012, 4:46 amchickenmobile wrote:Hzamd wrote:Thx a lot
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpkPakrat.
vpk's aren't working atm indeed.
The best way to do a series of maps in the workshop is to create a collection and have each level just end with the default pti elevator.
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpk
Pakrat.
vpk's aren't working atm indeed.
The best way to do a series of maps in the workshop is to create a collection and have each level just end with the default pti elevator.
Quote from josepezdj on May 24, 2012, 11:14 amchickenmobile wrote:Hzamd wrote:Thx a lot
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpkPakrat.
Well, this has been discussed before in some other threads, pakrat's weakeest part is right that (well, not really pakrat's fault, but the way the source engine works): embedding the scripts (sp_lightboard_icons.txt, sp_transition_list.nut...those won't be load from inside the bsp as the engine load them before loading any map, so you should place the custom ones into their right paths before running the map)
Ref:
http://forums.thinking.withportals.com/mapping-help/packing-bik-and-scripts-with-pakrat-t5839.html
And, what about transitions and the way to add custom scripts ? i don't think they fix the .vpk
Pakrat.
Well, this has been discussed before in some other threads, pakrat's weakeest part is right that (well, not really pakrat's fault, but the way the source engine works): embedding the scripts (sp_lightboard_icons.txt, sp_transition_list.nut...those won't be load from inside the bsp as the engine load them before loading any map, so you should place the custom ones into their right paths before running the map)
Ref:
http://forums.thinking.withportals.com/mapping-help/packing-bik-and-scripts-with-pakrat-t5839.html
Quote from ChickenMobile on May 24, 2012, 9:07 pmI DO KNOW that you can pack scripts (.nut) inside the bsp and they will work, however .bik files don't seem to work for me.
When Pakrat says to fix the path up for you, always say yes.
I DO KNOW that you can pack scripts (.nut) inside the bsp and they will work, however .bik files don't seem to work for me.
When Pakrat says to fix the path up for you, always say yes.
Quote from josepezdj on May 25, 2012, 3:00 amchickenmobile wrote:When Pakrat says to fix the path up for you, always say yes.I do know that you have to say yes, obviously... I'll do some test with .nut files to check. If you say so, then it has to be...
I do know that you have to say yes, obviously... I'll do some test with .nut files to check. If you say so, then it has to be...
Quote from Lpfreaky90 on May 25, 2012, 5:56 amjosepezdj wrote:chickenmobile wrote:When Pakrat says to fix the path up for you, always say yes.I do know that you have to say yes, obviously... I'll do some test with .nut files to check. If you say so, then it has to be...
I think that you can add scripts, like chicken said, but you can't overwrite scripts by packing them.
I do know that you have to say yes, obviously... I'll do some test with .nut files to check. If you say so, then it has to be...
I think that you can add scripts, like chicken said, but you can't overwrite scripts by packing them.