Post your Portal 2 Authoring Tool Bugs
Quote from Robdon on October 6, 2011, 3:31 pmBob wrote:Quote:I compiled my map then tried to build the cubemaps. Got a crash saying the game couldn't find my map in the portal2 dlc1 folder.Same issue here. Does anybody have a clue about this?
Hmm, same with me
Same issue here. Does anybody have a clue about this?
Hmm, same with me
Quote from Will T. on October 6, 2011, 3:46 pmThere seems to be something new now where flying around in a map in Hammer while the Object Properties box is open causes the properties box to flicker, and flying to be extremely laggy. Highly annoying when trying to edit the I/O for multiple entities without having to right-click and re-open the dialog every time. :
There seems to be something new now where flying around in a map in Hammer while the Object Properties box is open causes the properties box to flicker, and flying to be extremely laggy. Highly annoying when trying to edit the I/O for multiple entities without having to right-click and re-open the dialog every time. :
Quote from neco on October 6, 2011, 4:41 pmBob wrote:Quote:I compiled my map then tried to build the cubemaps. Got a crash saying the game couldn't find my map in the portal2 dlc1 folder.Same issue here. Does anybody have a clue about this?
I changed the path in Hammer to: $SteamUserDirportal 2portal2_dlc1maps, that works for me.
You can find it under: Tools >> Options >> Build Programs Tab >> "Place compiled maps in this directory before running the game".
Change the path to:$SteamUserDirportal 2portal2_dlc1mapsAs I said it works but the reflections look different now. Have to find out why.
I use the Valve procedure:
mat_specular 0
buildcubemaps
mat_specular 0
mat_reloadallmaterials
mat_reloadtextures
This gave me the best results so far. Using buildcubemaps only, looked the way it does now....ugly...
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Edit: Will post screenshoots to show the difference...
Same issue here. Does anybody have a clue about this?
I changed the path in Hammer to: $SteamUserDirportal 2portal2_dlc1maps, that works for me.
You can find it under: Tools >> Options >> Build Programs Tab >> "Place compiled maps in this directory before running the game".
Change the path to:$SteamUserDirportal 2portal2_dlc1maps
As I said it works but the reflections look different now. Have to find out why.
I use the Valve procedure:
mat_specular 0
buildcubemaps
mat_specular 0
mat_reloadallmaterials
mat_reloadtextures
This gave me the best results so far. Using buildcubemaps only, looked the way it does now....ugly...
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Edit: Will post screenshoots to show the difference...
Quote from neco on October 6, 2011, 5:05 pmOkay here's a screenshot illustrating what I mean. Tried to find a similiar angle.
Right handside shows the reflections prior to the update with the above mentioned 'Valve-procedure'. On the left is the result with the same way of building cubemaps after the update:buildcubemaps_scr_1.jpg______________________________________________________________
EDIT: Oh dear, have found out why it didn't work. The command 'mat_reloadmaterials' only works with 'sv_cheats 1' now.
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Okay here's a screenshot illustrating what I mean. Tried to find a similiar angle.
Right handside shows the reflections prior to the update with the above mentioned 'Valve-procedure'. On the left is the result with the same way of building cubemaps after the update:
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EDIT: Oh dear, have found out why it didn't work. The command 'mat_reloadmaterials' only works with 'sv_cheats 1' now.
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Quote from SonaShaS on October 18, 2011, 1:07 pmI have a two problems currently with the tools:
1. Any new walls I make are un-portable (in that portals cannot be placed on them). The rest of the walls which I have make work fine.2.For some reason the catwalks I have placed in the level seem to have no collision detection or something because I just fall through them when testing the map.
I would really appreciate help, as I have been unable to finish my first map because of these issues
I have a two problems currently with the tools:
1. Any new walls I make are un-portable (in that portals cannot be placed on them). The rest of the walls which I have make work fine.
2.For some reason the catwalks I have placed in the level seem to have no collision detection or something because I just fall through them when testing the map.
I would really appreciate help, as I have been unable to finish my first map because of these issues
Quote from Marise on October 18, 2011, 2:37 pmQuote:For some reason the catwalks I have placed in the level seem to have no collision detection or something because I just fall through them when testing the map.Did catwalks have collision for you before? In my experience (I haven't tried every model) I've needed to place invisible brushes on them to create collision.
Did catwalks have collision for you before? In my experience (I haven't tried every model) I've needed to place invisible brushes on them to create collision.
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Quote from MasterLagger on October 18, 2011, 4:18 pmSome catwalk are used for decoration rather than having players walk on them. Just change to a different model. Try hanging_walkway in the model filter.
Some catwalk are used for decoration rather than having players walk on them. Just change to a different model. Try hanging_walkway in the model filter.
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
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WIP:
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Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
Quote from Spam Nugget on October 19, 2011, 1:07 amSome of the catwalks have collision models, some dont. There should be one of each for each type of catwalk. To check, in the model browser check the box marked 'collision model' in the render tab. If it has a red mesh it will be solid, otherwise it wont.
Some of the catwalks have collision models, some dont. There should be one of each for each type of catwalk. To check, in the model browser check the box marked 'collision model' in the render tab. If it has a red mesh it will be solid, otherwise it wont.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on October 19, 2011, 1:13 amSpam Nugget wrote:Some of the catwalks have collision models, some dont. There should be one of each for each type of catwalk. To check, in the model browser check the box marked 'collision model' in the render tab. If it has a red mesh it will be solid, otherwise it wont.It's easier if see "lod" in its name. If there isn't "lod" in its name, then it is solid
It's easier if see "lod" in its name. If there isn't "lod" in its name, then it is solid
Quote from SonaShaS on October 19, 2011, 3:05 amSpam Nugget wrote:Some of the catwalks have collision models, some dont. There should be one of each for each type of catwalk. To check, in the model browser check the box marked 'collision model' in the render tab. If it has a red mesh it will be solid, otherwise it wont.Thanks for the advice everyone I'll check these ideas and they'll probly work. I still need to figure out whats wrong with the walls though
Thanks for the advice everyone I'll check these ideas and they'll probly work. I still need to figure out whats wrong with the walls though