Portal 2 Scoreboard
Quote from Braeburn on May 16, 2011, 5:06 pmHey all,
So I've been trying for a few days now to get a portal 2 scoreboard working. Something that will start out displaying zero and then increase when I trigger it. I've played some with the VGUIs but from what I can tell it seems like I would need to create and distribute a custom VGUI to get what I want to work and I was hoping there was an easier way.
I've played with the env_texturetoggle but I can't seem to find any texture that are numbers with multiple frames. Is there a way to see in Hammer which textures have multiple frames?
I've found the signage/clock/countdown_big_1200 texture used in some tutorials for timers but I really want it to count up.
What I really want is a scoreboard like in this video:
http://www.youtube.com/watch?v=w9D1NFD74fgI also looked at the portal 1 tutorial for making a clock at http://www.interlopers.net/tutorials/25686 however the clock textures for hours/min/secs/etc do not appear to exist in portal 2!
Any suggestions? Thanks!
Hey all,
So I've been trying for a few days now to get a portal 2 scoreboard working. Something that will start out displaying zero and then increase when I trigger it. I've played some with the VGUIs but from what I can tell it seems like I would need to create and distribute a custom VGUI to get what I want to work and I was hoping there was an easier way.
I've played with the env_texturetoggle but I can't seem to find any texture that are numbers with multiple frames. Is there a way to see in Hammer which textures have multiple frames?
I've found the signage/clock/countdown_big_1200 texture used in some tutorials for timers but I really want it to count up.
What I really want is a scoreboard like in this video:
http://www.youtube.com/watch?v=w9D1NFD74fg
I also looked at the portal 1 tutorial for making a clock at http://www.interlopers.net/tutorials/25686 however the clock textures for hours/min/secs/etc do not appear to exist in portal 2!
Any suggestions? Thanks!
Quote from eagle0042 on May 18, 2011, 9:59 pmI don't know if they will work for you, but there is a set of number textures, named effects/countdown_timer_00 thru effects/countdown_timer_09, and a blank number (effects/countdown_timer_blank is included too.
I'm looking to do something similar, but I want to display the value from a math_counter, like to count the number of cubes that have been dropped.
I don't know if they will work for you, but there is a set of number textures, named effects/countdown_timer_00 thru effects/countdown_timer_09, and a blank number (effects/countdown_timer_blank is included too.
I'm looking to do something similar, but I want to display the value from a math_counter, like to count the number of cubes that have been dropped.
Quote from Braeburn on May 20, 2011, 2:58 pmThe problem with using separate number textures and then toggling on and off is that for each DIGIT you would need 10 different overlays and a mess of logic triggers. For a scoreboard you need at least two digits for each player which is over 40 overlays just to display the numbers let alone all logic triggers behind.
What I ended up doing was merging the set of number textures back into a single animated texture and then implementing it "Portal 1 style" like in http://www.interlopers.net/tutorials/25686. The good news is that this way for each digit you have a single entity to display the digit and a single math_counter and relay to handle the counting and transition. The problem with this is that I have to distribute my own custom texture file which I was hoping to avoid. If I have to distribute anything beyond the .BSP I might as well make a custom VGUI and vscript to handle the scoreboard properly.
Another problem I have is that unless I do a custom VGUI the scoreboard is not particularly easy to move or replicate more than once in a level. I want the scoreboard for a deathmatch-style map and would like to have it displayed in each of a series of deathmatch chambers. The best solution I came up with was storing the scoreboard off in a hidden room and then hooking up a linked_portal_door and moving the other side of the portal around to whatever room you are in to display the scoreboard (room).
Any other thoughts/suggestions on this topic would be much appreciated! Thanks
The problem with using separate number textures and then toggling on and off is that for each DIGIT you would need 10 different overlays and a mess of logic triggers. For a scoreboard you need at least two digits for each player which is over 40 overlays just to display the numbers let alone all logic triggers behind.
What I ended up doing was merging the set of number textures back into a single animated texture and then implementing it "Portal 1 style" like in http://www.interlopers.net/tutorials/25686. The good news is that this way for each digit you have a single entity to display the digit and a single math_counter and relay to handle the counting and transition. The problem with this is that I have to distribute my own custom texture file which I was hoping to avoid. If I have to distribute anything beyond the .BSP I might as well make a custom VGUI and vscript to handle the scoreboard properly.
Another problem I have is that unless I do a custom VGUI the scoreboard is not particularly easy to move or replicate more than once in a level. I want the scoreboard for a deathmatch-style map and would like to have it displayed in each of a series of deathmatch chambers. The best solution I came up with was storing the scoreboard off in a hidden room and then hooking up a linked_portal_door and moving the other side of the portal around to whatever room you are in to display the scoreboard (room).
Any other thoughts/suggestions on this topic would be much appreciated! Thanks
Quote from derrikirred on May 20, 2011, 3:04 pmI'm looking for something very similar, but I'm new to Portal mapping and Hammer in general. Is there a way to keep track of how many items pass through a single fizzler?
I'm looking for something very similar, but I'm new to Portal mapping and Hammer in general. Is there a way to keep track of how many items pass through a single fizzler?
Quote from Braeburn on May 20, 2011, 3:50 pm@derrikirred: Should be easy, setup a trigger over the fizzler to increment a math_counter and set the trigger to go off whenever whatever you want to count passes through (players, items, etc)
@derrikirred: Should be easy, setup a trigger over the fizzler to increment a math_counter and set the trigger to go off whenever whatever you want to count passes through (players, items, etc)
Quote from derrikirred on May 20, 2011, 6:18 pmThanks! That's exactly what I was looking for. Now I just need a scoreboard to work in conjunction with this.
Thanks! That's exactly what I was looking for. Now I just need a scoreboard to work in conjunction with this.
