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New Mapper, Could Use Some Tips and Links

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Hello everyone! This is my first thread (and post) even though I've been registered here for a few days. This is because I figured I'd need to make this thread sooner, but this place really is full of great advice that I've made good use of.

Anyway, I'm new to the world of Portal 2 mapping. Very new. I figured a good pastime would be to try to create some tests, but as I stated, I'm new to this. As such, I though to myself, "what would be good practice with the Portal 2 Authoring Tools? Something I can complete and be proud of, but have no urge to publicly release?" And over time, I had the idea to recreate a few chambers from Portal in Portal 2's style, and to recreate the destroyed and reconstructing chambers from Portal 2 in a clean style. Seeing as I know all of that's been done a thousand times over by twice as many people, I figures it would be something I can just have fun with.
But as the title suggests, I've built up a few questions that I could use answers for, if anyone could be so kind.

1: Is there any way to incorporate the Aperture Science High Energy Pellet Launcher & Catcher in Portal 2? Surprisingly I can't find much about it anywhere. I could swear I've seen one or two maps in the workshop with them.

2: Is there any better way to use GLaDOS's dialogue from Portal besides an ambient_generic? I find myself having to place several of these with the same names and audio files so that they can be heard throughout the whole room, as increasing the audible distance doesn't seem to do anything, and my ambient_generics are all already set to volume 10.

3: This one is kinda simple; How can I make GLaDOS talk upon destruction of vital testing apparatus?

4: In my searches through these boards for a myriad of problems I've previously solved, I've heard mention of both a test chamber sign maker and custom elevator instances that can actually have videos played in them. Could anyone link me to those please, and maybe tutorials on their usage?

5: I don't suppose there are any custom instances out there of observation rooms? Seems like most of the default ones have desks penetrating the walls, and if I try to realign them, everything else moves with them and I end up getting leaked props, or they're completely empty. Even though only noclippers would get to see the insides of them, and I'm not planning anything to be released, I still want everything to look as professional and detailed as possible.

6: Last thing, and this is more of a personal indecision; In recreating the Portal chambers, should I go for Portal's original atmosphere, with almost completely faithful terrain, mostly cold lighting and one or two reused textures, Portal 2's feeling which is less lonely, slightly warmer and more alive, or should I aim for a cross between the two?

Thanks in advance to anyone who can help with even one of these things. I'll also accept any other random tidbits of advice that you might wanna share with me. That's all, and I'm getting somewhat tired of trying to type professionally, so I'll stop here.

I think this site could benefit from a full aesthetic/functionality overhaul. Like the Black Mesa forums. They had a site overhaul recently and personally I've found the new forum much easier to use.
Plus, I kinda find all this white a little blinding.

1.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=147
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=181
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=519
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1041
... Sorry, couldn't find anything about the Energy Ball using the search function either.... 4mins....

2. Have you checked the "play everywhere" flag on the ambient_generic ?
Also look into using the logic_choreographed_scene and how to correctly play GLaDOS lines...6mins...

3. See above. Set the "OnDissolved" output of the object to play a sound. Use the search function. "Making GLaDOS Talk"...7mins..

4.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=514
.. Sorry couldn't find that Sign Maker using the search function either... 9mins...
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2071
..or the Elevator Instances... 11mins.

5. Really ?.. Your using Hammer right?... Create your own observation room instance.Four (ish) walls, roof, ceiling, a few static props,light and spotlight. Not too hard. Alternatively, select "objects" (and not "group") on that little menu on the right side of Hammer... .... 13mins...

6. Haven't a clue... go with whatever you feel looks good and you are comfortable mapping.

Hope my 15 minutes using the search function saved you 15minutes of doing it yourself.
Learn to think of your keywords for searches and finding stuff becomes so much easier. Short.Sweet.Simple. Don't confuse the search engine with long pointless questions. It wants to identify as many relevant keywords as possible. As far as it knows every word you type is relevant. So it will search for them all.

Well, I could have done without the sarcasm, but thank you nonetheless.
As for making my own observation rooms, I was just hoping I could find some extra premade ones.
And for the prop destruction, I guess I shouldn't have joked around as I did. I meant when detaching a camera from a wall. I was referencing GLaDOS referring to the cameras as "vital testing apparatus".

The elevators, sign maker and High Energy Pellet things, thank you. I already said I'm new to the site, and I'm not really used to how the searches function, which is likely why I couldn't find what you did.
And I can't exactly use choreographed scenes. I want to play audio from Portal 1, which isn't in Portal 2's scenes file. And... there's a play everywhere flag? God I'm an idiot.

I think this site could benefit from a full aesthetic/functionality overhaul. Like the Black Mesa forums. They had a site overhaul recently and personally I've found the new forum much easier to use.
Plus, I kinda find all this white a little blinding.

Sorry.. I'm breaking rule 1; Don't answer questions on internet forums after consumption of alcohol. Anyway I'm British. And in the military. Sarcasm is in my blood. It's damn near impossible to suppress it.

You'd be much better off making your own obs room, exactly how you want it. It won't take you all that long to make a bunch of them (128x128, 128x192, 128x256 windows). And then you can use them in every map you make.

Aha! I thought you were after lines when you put a cube etc in a fizzler... Haven't got a clue..although a trigger with a filter_class (npc_camera) where the camera is going to fall would be one way that I can think of (basically hollow boxframething around the camera, it moves, sets off trigger, trigger plays soundfile/voiceclip)... .. You could also cover the wall area with func_portal_detector and have it trigger something on detection (once only)... or even try the OnRetired output of the camera... .. ((ps Valve Developer Community: Search Function: Portal 2 Camera : https://developer.valvesoftware.com/wiki/Security_Camera follow further links for the entity usage and func_portal_detector :) ... 5mins... ))

Ah, thank you very much! Maybe I'm easily pleased, but an apology always puts me in a good mood.
I'll be sure to try the func_portal_detector and filer_class. I tried OnRetired previously, but it didn't trigger anything.
I just tested the play everywhere flag on my dialogues and it worked like a charm. Now I just need to see if I can make it echo.
I'll also, if nothing, toy with the premade observation rooms a bit more. I've always wondered why clicking one thing would select multiples (mainly when toying around in decompiled maps from Portal). I had no idea that the groups thing was what was causing it. But I might end up making my own if it really is the best way to go though.

Again, thank you. I don't know if you use them, but do you personally recommend any of those energy pellet prefabs? Or are they all relatively the same in quality?

I think this site could benefit from a full aesthetic/functionality overhaul. Like the Black Mesa forums. They had a site overhaul recently and personally I've found the new forum much easier to use.
Plus, I kinda find all this white a little blinding.

There's a bunch of observation room instances in "sdk_content/maps/instances/labs/". I'd suggest using Skotty's pellets, it's a set of complete instances with all the models and sounds. You'll need to use something like BSPZIP to pack the materials, sounds and models for the pellets into the BSP so others can play.
I'd recommend the func_portal_detector route for the camera. Make a box sticking into the wall slightly, fitting snugly around the base of the camera so it won't fire if portals are placed really close to the camera. OnStartTouchPortal you'll want to fire the PickRandomShuffle input on a logic_case, with a few OnCase0? outputs to trigger different ambient_generics for the quote. This way GLaDOS will pick a random line every time. Check "Once Only" on the OnStartTouchPortal output so it won't trigger again.
For Brainstone's elevator instances, put the transition instance somewhere outside your map (it's a nodraw room, so it won't leak). Give it a name, and set the parameters to choose the portalgun you get and the chapter title, if you want one. Put the two elevators in as well, give them names and align the open hallway bits with your level. I'd recommend connecting using a small hallway. For the $video properties, choose from this list, but add "movie/" to the beginning ("movie/fizzler"). You'll want to set "$disablePTIVoteDiag" to false, and ignore $newmapname if you are going to publish via the PTI. You'll need the instance "maps/instances/p2editor/global_pti_ents.vmf" in your map to be able to publish.
I'd personally say that you should stick to Portal 2 aesthetics if doing Clean maps.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Could I get help with something else too real quick? I've looked all over the .vpk file and I can't seem to find the portal gun charging sound anywhere. It's the one that plays in the Portal chambers with the pedestal, when the gun is charging. Does anyone know where I could find it? I tried googling it, and searching this forum, and 90% of the results I get are either for Portal 2, or they're completely unrelated.

I think this site could benefit from a full aesthetic/functionality overhaul. Like the Black Mesa forums. They had a site overhaul recently and personally I've found the new forum much easier to use.
Plus, I kinda find all this white a little blinding.

It's not in portal 2, nor is the particle effects. You can extract it from portal 1, though.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
It's not in portal 2, nor is the particle effects. You can extract it from portal 1, though.

That's what I was referring to when I said "I've looked all over the .vpk file".
All the Portal .vpk file has in it is music, commentary, GLaDOS dialogue, most of the portlgun sounds, turret dialogue, ambiances, and a couple other misc things. It doesn't seem to have a good chunk of the audio, like the Curiosity/Cake/Anger core dialogues, or, as said, the portalgun charging sound.

I think this site could benefit from a full aesthetic/functionality overhaul. Like the Black Mesa forums. They had a site overhaul recently and personally I've found the new forum much easier to use.
Plus, I kinda find all this white a little blinding.

Just looked at some of the files, it's actually a half-life sound effect ("CombineGuard.Special1"). Find it in hl2_sound_misc.vpk ? "weapons/cguard/charging.wav".

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
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