[SP] [Sp] The Second Exodus (v2.0)

Quote from josepezdj on September 4, 2012, 11:09 amsicklebrick wrote:Heh.
I think I remember reading somewhere that renaming the .bsp can screw up your cubemap and reflections and stuff? Doesn't look like the workshop has screwed with your BSP name though? (And I assume it would correct for that).No, it's not that, I never changed the bsp name after building cubemaps, don't you worry, I think I've got it. If you don't mind and you're online on steam within 2 hours, I'll update it and will ask you to check in order to see if it's corrected, ok?
I think I remember reading somewhere that renaming the .bsp can screw up your cubemap and reflections and stuff? Doesn't look like the workshop has screwed with your BSP name though? (And I assume it would correct for that).
No, it's not that, I never changed the bsp name after building cubemaps, don't you worry, I think I've got it. If you don't mind and you're online on steam within 2 hours, I'll update it and will ask you to check in order to see if it's corrected, ok?
Quote from sicklebrick on September 4, 2012, 11:12 amWoops, I edited that message during your reply. Sorry for spamming the thread with this issue.
Just checked.. it's fixed when I move "Shader Detail" from medium to high.
Woops, I edited that message during your reply. Sorry for spamming the thread with this issue.
Just checked.. it's fixed when I move "Shader Detail" from medium to high.

Quote from sicklebrick on September 8, 2012, 3:45 pmHere's my solution for 2.1 - The water's looking good now
14t6vkFlhtY
(give it 10-15 mins)
Here's my solution for 2.1 - The water's looking good now
14t6vkFlhtY
(give it 10-15 mins)
Quote from HMW on September 9, 2012, 10:20 amWell, I finally managed it! Some manoeuvres are a bit tricky, but nothing beyond impossible for mere mortals.
The only time I had a bit of trouble, is in step 3 of the last room. [spoiler]The second place where you have to put a cube on a light bridge. I don't know if it's something weird I did, but the bridge kept getting deactivated time after time, so that took quite a lot of attempts before it finally worked.[/spoiler] It may be that I played it before you added the triggers sicklebrick mentioned. I'll try it again later to see if anything has changed since the last time I played. (Gotta do that anyway to get the companion cube.)
About the water: do you run "buildmodelforworld" before shipping? Because if you don't, the water will look like shit on certain shader detail settings. (The nasty thing about this command is, that it only works properly if you installed Steam in a folder without spaces in its name. So if you accepted the default "C:Program Files (x86)Steam" during installation, it won't work.)
Edit: To clarify: this is a console command, like "buildcubemaps". It builds a simplified model of the entire map and plops it into your BSP file. On some settings, this is used in the water reflection (and faraway portals) instead of the actual map.
Well, I finally managed it! Some manoeuvres are a bit tricky, but nothing beyond impossible for mere mortals.
The only time I had a bit of trouble, is in step 3 of the last room.
About the water: do you run "buildmodelforworld" before shipping? Because if you don't, the water will look like shit on certain shader detail settings. (The nasty thing about this command is, that it only works properly if you installed Steam in a folder without spaces in its name. So if you accepted the default "C:Program Files (x86)Steam" during installation, it won't work.)
Edit: To clarify: this is a console command, like "buildcubemaps". It builds a simplified model of the entire map and plops it into your BSP file. On some settings, this is used in the water reflection (and faraway portals) instead of the actual map.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Quote from josepezdj on September 10, 2012, 5:39 am@Sicklebrick: Thank you for the video!
Both path and movements are completely intended now. Anyway, there are a few steps that could be done easier as the chamber n?1, [spoiler]you don't really need to move the blue portal from below the ledge that leads to main hub after placing the cube on the button, only the orange one to get near the button and grab the cube from it to place it on the other side of the blue portal, below the ledge[/spoiler]. Also, a couple of steps can be done differently but I didn't feel like forcing the player to do my way of doing them after zivi7 already did and also it's shown in your 1st video. I'll post the official solution video later this evening after getting back from work. Only the "normal" run, without the easter egg
@HMW: I'm so glad you played the new version of my map and managed to finish it
. About the second laser beam area, well, it's strange because I believe you played the same version than Sickle. Both laser catchers are so tweaked in order to make the cube placement very easy, maybe you didn't ungrab the cube quickly enough right when it made the laser beam hit the catcher?
Regarding that command "buildmodelforworld" I think it's interesting, but I installed the game in its default path so it has spaces in the path... Isn't there a way of solving this any other way? by introducing for example any variable into the .vmt of my water material. Something similar to when you use the <dx90 or GPU<1 variables in combination with "$forcecheap" 1? I'd like not to uninstall the game if there would be any other options.
About your comments and rating you posted in the contest thread of previous version of the map, I wanted to thank you for that man, even quite some time after the contest finished, I found it very useful. Also:
HMW wrote:Aesthetics: 5
This is the most beautiful map I have seen so far in this contest. Not only does it have a very unique style, the lighting, textures custom details and custom skybox all form a solid, coherent theme that wouldn't look out of place at all in a commercial game. Some models are white and the cylindrical wall lamps are missing a texture, but I don't feel like subtracting points for that since it's obviously a packing error.Thank you so much for that
It really means much for me.
NOTE
To anyone who may be stuck and want to solve the map, please do not hesitate to ask for any hint. Just tell me where you're stuck at and I'll help. Also any comment or suggestion is much appreciated!
@Sicklebrick: Thank you for the video! Both path and movements are completely intended now. Anyway, there are a few steps that could be done easier as the chamber n?1,

@HMW: I'm so glad you played the new version of my map and managed to finish it . About the second laser beam area, well, it's strange because I believe you played the same version than Sickle. Both laser catchers are so tweaked in order to make the cube placement very easy, maybe you didn't ungrab the cube quickly enough right when it made the laser beam hit the catcher?
Regarding that command "buildmodelforworld" I think it's interesting, but I installed the game in its default path so it has spaces in the path... Isn't there a way of solving this any other way? by introducing for example any variable into the .vmt of my water material. Something similar to when you use the <dx90 or GPU<1 variables in combination with "$forcecheap" 1? I'd like not to uninstall the game if there would be any other options.
About your comments and rating you posted in the contest thread of previous version of the map, I wanted to thank you for that man, even quite some time after the contest finished, I found it very useful. Also:
This is the most beautiful map I have seen so far in this contest. Not only does it have a very unique style, the lighting, textures custom details and custom skybox all form a solid, coherent theme that wouldn't look out of place at all in a commercial game. Some models are white and the cylindrical wall lamps are missing a texture, but I don't feel like subtracting points for that since it's obviously a packing error.
Thank you so much for that It really means much for me.
NOTE
To anyone who may be stuck and want to solve the map, please do not hesitate to ask for any hint. Just tell me where you're stuck at and I'll help. Also any comment or suggestion is much appreciated!
Quote from HMW on September 10, 2012, 1:08 pmjosepezdj wrote:maybe you didn't ungrab the cube quickly enough right when it made the laser beam hit the catcher?That's probably it! I'll pay extra attention to that when I try it next time.
josepezdj wrote:Regarding that command "buildmodelforworld" I think it's interesting, but I installed the game in its default path so it has spaces in the path... Isn't there a way of solving this any other way? by introducing for example any variable into the .vmt of my water material. Something similar to when you use the <dx90 or GPU<1 variables in combination with "$forcecheap" 1? I'd like not to uninstall the game if there would be any other options.It's not so hard to move the Steam folder to another location. I have done it before, specifically to get this one thing to work. (There are several other suggestions further down in that thread, involving hard links, junctions and such, if you wanna get your geek on
)
That's probably it! I'll pay extra attention to that when I try it next time.
It's not so hard to move the Steam folder to another location. I have done it before, specifically to get this one thing to work. (There are several other suggestions further down in that thread, involving hard links, junctions and such, if you wanna get your geek on )
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on September 10, 2012, 5:27 pmNow, if I junctioned it, would both filenames have to have no spaces in them? Or just the "real" one?
Now, if I junctioned it, would both filenames have to have no spaces in them? Or just the "real" one?
Quote from sicklebrick on September 10, 2012, 9:00 pmFor the most part, the new junctioned path will be kinda like an extra door into a room - different path, same result...
However if a program attempts to figure out its own folder, (i.e. to load other files in the same folder), it'll get the path back as the *original* one (since it now has multiple paths to choose from). If you make a shortcut to the .exe, you can specify a "Start In" folder, which might actually work if you provide the new path (without spaces), but by the looks of it, you'd have to alter the files HMW mentioned anyway... so you're as well off just moving it to c:steam or something.
For the most part, the new junctioned path will be kinda like an extra door into a room - different path, same result...
However if a program attempts to figure out its own folder, (i.e. to load other files in the same folder), it'll get the path back as the *original* one (since it now has multiple paths to choose from). If you make a shortcut to the .exe, you can specify a "Start In" folder, which might actually work if you provide the new path (without spaces), but by the looks of it, you'd have to alter the files HMW mentioned anyway... so you're as well off just moving it to c:steam or something.
Quote from FelixGriffin on September 10, 2012, 9:17 pmHm. But what about a hard link on the EXE? It would depend which path it was run from to determine argv[0], right? But it Steam launches it indirectly...I have to try this.
Hm. But what about a hard link on the EXE? It would depend which path it was run from to determine argv[0], right? But it Steam launches it indirectly...I have to try this.