Portal surface triggering
Quote from Fracture on December 3, 2012, 9:57 pmEDIT: I cannot for the life of me find out how to replace the portals fired from the gun with the prop_portals. As far as i understood you can activate these prop_portals and deactivate them and parent stuff to them, but they do not move on their own or replace the ones fired from the portal gun.
Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.
EDIT: I cannot for the life of me find out how to replace the portals fired from the gun with the prop_portals. As far as i understood you can activate these prop_portals and deactivate them and parent stuff to them, but they do not move on their own or replace the ones fired from the portal gun.
Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.

Quote from josepezdj on December 4, 2012, 4:29 amFracture, I already posted a map by Reepblue... and I remember one of the best maps subbmitted by Mr. P. Kiwi to the past Super-Contest that used (very cleverly btw) the suctioning vents, Rapid Effusion So I'm assuming you can't decompile maps. Do the following please and your life will be better
1. Download BSPSource. It's a Java based GUI so it doesn't even need an installation (it needs Java-environment though... I guess you'll already have it). Run it.
2. Click the button "ADD" and find whatever .bsp map file you want to turn into a .vmf.
3. Click on button "DECOMPILE" and select the output folder. I suggest you to place the decompile maps always into /sdk_content/maps because the maps in here have the paths to the materials and stock instances.
You're done! Now you have the .vmf file that you can open with the hammer editor and check whatever you want to check for learning
Fracture, I already posted a map by Reepblue... and I remember one of the best maps subbmitted by Mr. P. Kiwi to the past Super-Contest that used (very cleverly btw) the suctioning vents, Rapid Effusion So I'm assuming you can't decompile maps. Do the following please and your life will be better
1. Download BSPSource. It's a Java based GUI so it doesn't even need an installation (it needs Java-environment though... I guess you'll already have it). Run it.
2. Click the button "ADD" and find whatever .bsp map file you want to turn into a .vmf.
3. Click on button "DECOMPILE" and select the output folder. I suggest you to place the decompile maps always into /sdk_content/maps because the maps in here have the paths to the materials and stock instances.
You're done! Now you have the .vmf file that you can open with the hammer editor and check whatever you want to check for learning
Quote from Fracture on December 4, 2012, 4:43 ami already did that, actually.... all of that. I meant i wanted to see ben's map with prop_portals.
subsequently, where does the steam workshop store on my portal directory all the maps i download?
i already did that, actually.... all of that. I meant i wanted to see ben's map with prop_portals.
subsequently, where does the steam workshop store on my portal directory all the maps i download?

Quote from BenVlodgi on December 4, 2012, 4:52 amFracture wrote:EDIT: I cannot for the life of me find out how to replace the portals fired from the gun with the prop_portals. As far as i understood you can activate these prop_portals and deactivate them and parent stuff to them, but they do not move on their own or replace the ones fired from the portal gun.Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.
Sorry no, Most of Back-Stock is a pretty big secret... but it is quite simple
create 2 prop portals one for blue, one for orange
place push triggers infront of them, make sure you have all the directions the way you want them (laying the portals down usually makes it easier) parent them to the prop portals
as far as log goes, place a portal detector underneath the vactube, when an orange portal is detected underneath the vactube, then turn on the push triggers associated with the blue portal.... you should also add in some extra logic so that the push triggers dont activate if the blue is inactive. Just because a portal's state is set to zero doesn't mean its not there anymore.
also in line with prop portals, also make sure to set them to inactive on startup.... sometimes they will activate by themselves in the void.
I only use this method in addition to using a point_push
check out how I made PDVs in the BEEMOD
Can you post which map you used these things when using diversity vents so i can get a visual of what to do here? The tutorials i found didn't cover anything like this.
Sorry no, Most of Back-Stock is a pretty big secret... but it is quite simple
create 2 prop portals one for blue, one for orange
place push triggers infront of them, make sure you have all the directions the way you want them (laying the portals down usually makes it easier) parent them to the prop portals
as far as log goes, place a portal detector underneath the vactube, when an orange portal is detected underneath the vactube, then turn on the push triggers associated with the blue portal.... you should also add in some extra logic so that the push triggers dont activate if the blue is inactive. Just because a portal's state is set to zero doesn't mean its not there anymore.
also in line with prop portals, also make sure to set them to inactive on startup.... sometimes they will activate by themselves in the void.
I only use this method in addition to using a point_push
check out how I made PDVs in the BEEMOD
Quote from Fracture on December 4, 2012, 5:12 amyeah i keep encountering this glitch where the orange portal wont turn off at ALL. And the inputs were correct too. I may have to skip the prop_portals and just squeeze in some elements that prevent the player from using the other dozen panels that involve unnecessary redundancies.
this must be one of the reasons the makers created the airlock to separate tests :b
yeah i keep encountering this glitch where the orange portal wont turn off at ALL. And the inputs were correct too. I may have to skip the prop_portals and just squeeze in some elements that prevent the player from using the other dozen panels that involve unnecessary redundancies.
this must be one of the reasons the makers created the airlock to separate tests :b

Quote from josepezdj on December 4, 2012, 5:36 amFracture wrote:subsequently, where does the steam workshop store on my portal directory all the maps i download?portal 2/portal2/maps/workshop
EDIT
Fracture wrote:i already did that, actually.... all of that. I meant i wanted to see ben's map with prop_portals.Do you think in this map Reepblue set things up so differently?
portal 2/portal2/maps/workshop
EDIT
Do you think in this map Reepblue set things up so differently?
Quote from Fracture on December 4, 2012, 12:39 pmI couldn't even see the prop_portals in that .vmf
the decompiler actually said there were some errors when unloading everything and it came out looking super glitched.
EDIT: i tracked down the file from steam and decompiled it again and it worked this time. Now i can see it
I couldn't even see the prop_portals in that .vmf
the decompiler actually said there were some errors when unloading everything and it came out looking super glitched.
EDIT: i tracked down the file from steam and decompiled it again and it worked this time. Now i can see it
Quote from FelixGriffin on December 4, 2012, 4:49 pmWhy are you "turning off" the orange portal?
Why are you "turning off" the orange portal?
Quote from Fracture on December 5, 2012, 12:48 amfor when you don't want it on, obviously. But no, I'm not going to need those any more. They didn't do what i thought they did. Sort of a misleading explanation earlier. I thought they literally came out of the portal gun, not fixated to a specific location in the map or whatever they are parented to that are trigger by buttons.
Now that I got an idea as to how these vents are supposed to work, i can work from that.
for when you don't want it on, obviously. But no, I'm not going to need those any more. They didn't do what i thought they did. Sort of a misleading explanation earlier. I thought they literally came out of the portal gun, not fixated to a specific location in the map or whatever they are parented to that are trigger by buttons.
Now that I got an idea as to how these vents are supposed to work, i can work from that.

Quote from josepezdj on December 5, 2012, 5:24 amFracture wrote:They didn't do what i thought they did. Sort of a misleading explanation earlier. I thought they literally came out of the portal gun, not fixated to a specific location in the map or whatever they are parented to that are trigger by buttons.I read this on the VDC:
NOTE: In order for a prop_portal to link up to the player's weapon_portalgun in Portal 2, the portal pair ID must be set to 0.
Do you think that could make your prop_portals to be linked to your weapon? I haven't tested it though.
I read this on the VDC:
NOTE: In order for a prop_portal to link up to the player's weapon_portalgun in Portal 2, the portal pair ID must be set to 0.
Do you think that could make your prop_portals to be linked to your weapon? I haven't tested it though.