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How do you make a map transistion?

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I've been looking all over YouTube and Google, along with the forums on this site, but no dice. I would love to find a way to make a map transistion that Portal 1 used. If this is not possible, then just someway that my map will transistion. I set up a trigger_changelevel and someone on YouTube said that I didn't need a info_landmark but when I complie the map and run it and trigger the changelevel, it says "No info_landmark found". I brought up the info_landmark but have no clue what to do with it. Please help!

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

I found one.
c1nabib1MBc
I dont know how you couldn't find it.

Ok, I skimmed through that video and unless it says what I am about to ask again than sorry. But I am looking for a map transistion like this one, http://www.youtube.com/watch?v=VcEnQYJjeSU I know you can do it, but no one seems to have a video specifecly for Portal 2. It's all about Half-Life :P

I am not looking for a normal elevator transistion but like I said, the transistion from Portal 1, where the map would seem like it would freeze for a quick second, but really be loading the next segment of the map. I would like to use this perticular transistion because I would have the map transistion from Part 1, to Part 2 and Part 2 would have a lot of Part 1 deleted so I could add more things into the Part 2 map since I am at an impass and unable to add anything else. Once again, please help!

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

I think you will find that the Method is the same for both transitions, its the game engine thats different. Thats why in Portal 2 you get a different effect on transition.

Image
I think in terms of boolean variables. Generally, it makes things easier.

For Portal 2 -> landmarks are completely different entities. Check out instances/transitions/transition_entry.vmf and instances/transitions/transition_exit.vmf. Valve used these to execute transitions between maps rather than the the old "info_landmark" with the name of the level to change to inside the trigger_changelevel.

What they did was used a trigger which activated @changelevel (which is a point_changelevel) so then the transition script they made did its' work changing between levels without having to totally recompile maps all the time.

?????????????????????????????TWP Releases | My Workshop

I still can't grasp what the hell Valve is trying to make me do to get this transistion to work. I found the Transistion entry and exit thing, played around with it and I still can't figure it out. I don't know what to do with the transistion script, there is nowhere to it says to putyourmapname here kind of thing. Please, I know it is a lot, but could you possibly put down like step-by-step instructions.

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]
BlackBird Studios wrote:
I still can't grasp what the hell Valve is trying to make me do to get this transistion to work. I found the Transistion entry and exit thing, played around with it and I still can't figure it out. I don't know what to do with the transistion script, there is nowhere to it says to putyourmapname here kind of thing. Please, I know it is a lot, but could you possibly put down like step-by-step instructions.

Step 1: go to Steamsteamappscommonportal 2portal2scriptsvscriptstransitions
Step 2: create a backup of the file sp_transition_list.nut
Step 3: Grab notepad and open sp_transition_list.nut.
Step 4: find:

Code: Select all
// ---------------------------------------------------
//    Demo files
// ---------------------------------------------------
"demo_intro",
"demo_underground",
"demo_paint",

Select that part and replace it with:

Code: Select all
// ---------------------------------------------------
//    Demo files
// ---------------------------------------------------
"demo_intro",
"demo_underground",
"demo_paint",

// ---------------------------------------------------
//      Awesome mod name here
// ---------------------------------------------------
"yourmapname1",
"yourmapname2",
"yourmapname3",
]

Step 5: save
Step 6: When your maps are done, make sure you pack this script in the bsp with packrat. NEVER require other people to overwrite their own sp_transition_list.nut, they might have made some modifications too!!!

You just told portal 2 the order in which your levels are meant to go.

The instances will trigger this script to run so they no that when you enter the exit of yourmapname1 that they have to go to the entry instance of yourmapname2.

Hope that helped :)

Ok I did everything you said there, and I just compiled both my maps. Then I went into the first one and went through the trigger and nothing happened. It said "end of playtest" but that is it. Do I need to add a trigger kill thing with a game_end or something to have it activate? Also I went into both the info_landmark things in both maps and went to entity scripts and went to manage and added my "transitions/blackbird_transition_list.nut" thing.

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

Hi,

Can't help too much at the mo, I'm away from home, but if you follow this post and then about 3 posts down I have an attachment 'globals.zip' and this has 2 maps in it that link to each other via trigger_changelevel, maybe that can help you.

http://forums.thinking.withportals.com/post62215.html?hilit=Map1#p62215

HTHs,

Rob

My Portal2 Map: Trapped

My Travel Blog:
Image

1) Create a point_clientcommand entity somewhere in the map (name it changelevel or something)
2) Have a trigger_once placed at the place you want to end the level.
3) Have the trigger_once have an output:
OnTrigger : (Name of point_clientcommand) : Command : map (map name here)

So you know how you type "map mapname" into the console to load your map right? Well, the point_clientcommand will automatically enter the command (in this case, load your other map) when triggered in a level. That's how I do my transitions without any scripting. I know I sent you a message to you (BlackBird Studios) but I thought it would be wise to post it for everyone to see an easy shortcut without complex scripting.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
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