I am new to puzzle creating and I have questions, plz help
Quote from FelixGriffin on September 17, 2012, 8:38 amYes, usually. The PTI instances have to cover many different cases, so they use WAY more entities than they really need to.
Yes, usually. The PTI instances have to cover many different cases, so they use WAY more entities than they really need to.
Quote from Ravoria on September 17, 2012, 9:49 amThat's interesting... so would I have to export and it would magically reduce, or rebuild the entire thing in Hammer? Also, speaking of, what's the easiest way to cover one lone tile in grating?
That's interesting... so would I have to export and it would magically reduce, or rebuild the entire thing in Hammer? Also, speaking of, what's the easiest way to cover one lone tile in grating?

Quote from josepezdj on September 17, 2012, 10:14 amMagic doesn't exist
Indeed, if what you do is to export your PTI map to hammer, the only thing you'll get is the possibility of seeing what's inside the map, therefore, ALL those entities you simply can't see with the puzzle creator. Bare in mind that the PTI has each puzzle element set up for every of the single possibilities that could appear in the map... that's why there are like 8-9 entities surrounding a simple prop_button... I'd suggest you to start learning hammer... it is NOT too difficult... you only need time and perseverance... also sort of many testing your own stuff and ask ppl about your issues. This way, you'll only use those entities really needed for each specific case that will take place in yuor map. If you like logic (and I'm sure you do because you like this game...), you'll even find it veeeery funny.
There are many good tutorials for beginners out there. I assure you that you won't regret learning it at the end... Cheer up!
With regards to your question, "what's the easiest way to cover one lone tile in grating?", I guess you mean in the PTI, right? well, define "tile", you know the puzzle creator maps are composed by 128x128x128 units blocks... what do you mean by "a lone tile"? a 128 square units tile? 32x32 maybe? If you mean 32x32 square units tile... I'm afraid that's only possible using hammer.
Magic doesn't exist
Indeed, if what you do is to export your PTI map to hammer, the only thing you'll get is the possibility of seeing what's inside the map, therefore, ALL those entities you simply can't see with the puzzle creator. Bare in mind that the PTI has each puzzle element set up for every of the single possibilities that could appear in the map... that's why there are like 8-9 entities surrounding a simple prop_button... I'd suggest you to start learning hammer... it is NOT too difficult... you only need time and perseverance... also sort of many testing your own stuff and ask ppl about your issues. This way, you'll only use those entities really needed for each specific case that will take place in yuor map. If you like logic (and I'm sure you do because you like this game...), you'll even find it veeeery funny.
There are many good tutorials for beginners out there. I assure you that you won't regret learning it at the end... Cheer up!
With regards to your question, "what's the easiest way to cover one lone tile in grating?", I guess you mean in the PTI, right? well, define "tile", you know the puzzle creator maps are composed by 128x128x128 units blocks... what do you mean by "a lone tile"? a 128 square units tile? 32x32 maybe? If you mean 32x32 square units tile... I'm afraid that's only possible using hammer.
Quote from Ravoria on September 17, 2012, 2:08 pmThat's very interesting, thanks for the info. Sadly, I don't have the time nowadyays but perhaps I'll look into it this summer. About the grate, I meant what's the simplest way to hammer it in? I have a room thats 3x3 with a portalable square in the middle that needs to be covered with grating; of course I can always just raise one of the blocks next to it, but it would look cleaner if I didn't. So if there was a way to hammer a grate to that spot on the floor (and maybe a version that doesn't have the cube glitch) without it taking long I'd be interested in trying.
Edit: Since I already have to change something, this is barely important anymore. I'd still do it if it were as simple as dragging an entity onto the spot tho
That's very interesting, thanks for the info. Sadly, I don't have the time nowadyays but perhaps I'll look into it this summer. About the grate, I meant what's the simplest way to hammer it in? I have a room thats 3x3 with a portalable square in the middle that needs to be covered with grating; of course I can always just raise one of the blocks next to it, but it would look cleaner if I didn't. So if there was a way to hammer a grate to that spot on the floor (and maybe a version that doesn't have the cube glitch) without it taking long I'd be interested in trying.
Edit: Since I already have to change something, this is barely important anymore. I'd still do it if it were as simple as dragging an entity onto the spot tho

Quote from josepezdj on September 17, 2012, 2:54 pmOK, for what I understood from your words, you need to place a grate on top of the portalable surface in order to avoid player/cubes get through portals. "To hammer" it is absolutely possible... but now it comes when I don't feel like understanding you quite well: do you want a grate made in hammer to later instroduce it into the puzzle creator? If so, I can't help, but I'm sure BenVlodgi or HMW can, because they are implementing new items in the PTI by modifying certain config files
If what you're asking is how to make a grate in hammer without glitches, I'll tell you:
1. Create a func_brush textured nodraw with the desired size and 1 unit thick. Texxture only its front and back faces (the ones that the player will see) with whatever grate texture, set it to be "Never Solid" amd "Disable shadows" set to YES (these 2 things will make your background white tiles don't appear blackish like they were not receiving any light
). This brush will be the one we'll place the nearest to our background white tiles, but separate both at least with 1 unit.
2. Create a func_clip_physics brush the same size than the above one and also 1 unit thick. Please it on top of the previous one, also separated at least 1 unit. I use to texture this one with the trigger texture (the whole brush). The function of this brush is to stop physics (like the cubes) from crossing the grate.
3. Finally, make another brush (a world brush) textured with the playerclip texture. Same size than above ones, also 1 unit thick and place it on top of the previous one saving at least 1 unit distance. This will stop the player from crossing the grate.
The End.
Pictures:
HAMMER VIEW
[spoiler][/spoiler]
IN GAME
[spoiler][/spoiler]
EDIT
Please do not forget to put a frame around the grates! they look terrible without them!
OK, for what I understood from your words, you need to place a grate on top of the portalable surface in order to avoid player/cubes get through portals. "To hammer" it is absolutely possible... but now it comes when I don't feel like understanding you quite well: do you want a grate made in hammer to later instroduce it into the puzzle creator? If so, I can't help, but I'm sure BenVlodgi or HMW can, because they are implementing new items in the PTI by modifying certain config files
If what you're asking is how to make a grate in hammer without glitches, I'll tell you:
1. Create a func_brush textured nodraw with the desired size and 1 unit thick. Texxture only its front and back faces (the ones that the player will see) with whatever grate texture, set it to be "Never Solid" amd "Disable shadows" set to YES (these 2 things will make your background white tiles don't appear blackish like they were not receiving any light ). This brush will be the one we'll place the nearest to our background white tiles, but separate both at least with 1 unit.
2. Create a func_clip_physics brush the same size than the above one and also 1 unit thick. Please it on top of the previous one, also separated at least 1 unit. I use to texture this one with the trigger texture (the whole brush). The function of this brush is to stop physics (like the cubes) from crossing the grate.
3. Finally, make another brush (a world brush) textured with the playerclip texture. Same size than above ones, also 1 unit thick and place it on top of the previous one saving at least 1 unit distance. This will stop the player from crossing the grate.
The End.
Pictures:
HAMMER VIEW

IN GAME

EDIT
Please do not forget to put a frame around the grates! they look terrible without them!
Quote from Ravoria on September 17, 2012, 5:48 pmThanks. What I meant was finding a way to circumvent grating's need for a surface to latch onto, so I could just randomly have one square in the middle of the floor. However, upon closer inspection it appears I'm going to have to modify that room even more, so the extra block to attach the grate to won't really hurt the aestitic effect.
Thanks. What I meant was finding a way to circumvent grating's need for a surface to latch onto, so I could just randomly have one square in the middle of the floor. However, upon closer inspection it appears I'm going to have to modify that room even more, so the extra block to attach the grate to won't really hurt the aestitic effect.
Quote from siuking666 on September 28, 2012, 2:06 pmRavoria wrote:I saw an interesting perspective on the rollercoaster infestation a while ago: people who like rollercoasters deliberately subscribe them and then upvote, whereas we just avoid them altogether. A possible solution would be to downvote obvious crap whenever we see it
Also, it is true that building a map in Hammer uses less entities? Because I just had to scrap a large part of my current project for it to fit the limit, so that would be really good if I could export and it would suddenly all fit. ^.^I see the number of "popular" Roller-coaster map hasn't decresed at all =.= I think this won't work.
Hey guys I am finally back
(from my transition to university)
It has been 2 months, and I have bought a new PC, and I am ready to start picking up the ideas where I left them in PeTi (actually drafted in PeTi)Anyway, if anyone wants to chat, ring me on Steam
The nickname is siuking666 (Siu-King**)Cheers!
Also, it is true that building a map in Hammer uses less entities? Because I just had to scrap a large part of my current project for it to fit the limit, so that would be really good if I could export and it would suddenly all fit. ^.^
I see the number of "popular" Roller-coaster map hasn't decresed at all =.= I think this won't work.
Hey guys I am finally back (from my transition to university)
It has been 2 months, and I have bought a new PC, and I am ready to start picking up the ideas where I left them in PeTi (actually drafted in PeTi)
Anyway, if anyone wants to chat, ring me on Steam
The nickname is siuking666 (Siu-King**)
Cheers!