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Test Element - Animal King

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Don't have it downloaded (yet) - I'm close to my dl limit and my free trial on winzip has expired.. maybe going to the library tomorrow, thats when I'll be installing a free trial on a file unzipper and dling tons of mods :blah:

The moral of the story is: I'll try that tomorrow :1up:

Aww, I need to do some funky thing with fudgepacker to use it? Damn!

Anyway, besides that, what do you mean by..

To play maps with this, the models must be embedded into the BSP (as in my demo) outside the editor, or installed on the user's computer. There's no way around it, sorry.

- Felix Griffin aka Albino Pokey

How do I embed models in to the BSP? Or is that what the fudgepacker does?

FelixGriffin wrote:
HMW is a moderator here

He's not a moderator, but he should be. :idea:

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npc_msleeper_boss wrote:
FelixGriffin wrote:
HMW is a moderator here

He's not a moderator, but he should be. :idea:

DING DING DING DING DING. http://www.youtube.com/watch?v=VHTLIi3erIg

?????????????????????????????TWP Releases | My Workshop

That's what FudgePacker does for you, or you can use PakRat. The idea is that the user's computer needs to know what an animal king looks like, which it doesn't by default.

And I definitely agree, HMW should be a moderator.

Falsi sumus crusto!
Alexander Bell wrote:
my free trial on winzip has expired...I'll be installing a free trial on a file unzipper and dling tons of mods

That is the funniest thing I have ever heard. Why don't you just use 7-Zip? It's open source and not shareware.

Damn you! (though I guess somehow it's my fault)

I installed this and added everything where it belonged, but then I couldn't build any test chambers... I had to validate my cache, which un installed this mod... but also...

IT UNDID THE EDITS I DID TO THE ENTRANCES, LIGHT STRIPS, AND OBSERVATION ROOMS OF THE PTI :angrysquare: :angrysquare: :angrysquare: :angrysquare: :angrysquare: :angrysquare: :angrysquare:

Anyway, about this... how do I use the glass walls? they're 1 square and can't be stretched or stacked... so...................

re installed it just as you say in the readme

Quote:
Simply install these folders into [Steam]/steamapps/common/portal 2 (merging with the ones there).

Put editoritems.txt into [Steam]/steamapps/common/portal 2/portal2_dlc2/scripts and OVERWRITE THE ONE THERE. This allows you to use them in the editor.

To play maps with this, the models must be embedded into the BSP (as in my demo) outside the editor, or installed on the user's computer. There's no way around it, sorry.

Give credit please if you use these!

- Felix Griffin aka Albino Pokey

, and now the game can't build chambers... again.

FelixGriffin wrote:
This works in the PTI editor (although I need to upload the new version with better textures at some point), but I think HMW's utilities put the portal-detector right on top of the breakable glass in the item selector, so one of them is hidden. If you use only one of the mods at a time it should be fine.

Good to know: if you want to use multiple 'mods' in a single map, you need to have all of them installed, otherwise all custom stuff from the non-installed mod is removed from your map as soon as you load it in the editor.

I don't see any overlaps right now between my pack and this one. Did you update it?
(Or perhaps I overlooked it; definitely possible since I only quickly checked out the download.
It's almost :snooze: time over here.)

Some kind of drag&drop thing for this would be nice, i.e. you download as many custom packs as you want and assemble your own palette.
Food for thought...

ChickenMobile wrote:
npc_msleeper_boss wrote:
FelixGriffin wrote:
HMW is a moderator here

He's not a moderator, but he should be. :idea:

DING DING DING DING DING.

Wow, that would be a real honour!

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Hm, maybe I didn't update it fully for the new editoritems format. I'll look at that again.

And unfortunately the breakable glass can't be like the normal glass, which is mostly hardcoded. I've been trying to make it stackable, but no success yet. :(

Falsi sumus crusto!
HMW wrote:
Good to know: if you want to use multiple 'mods' in a single map, you need to have all of them installed, otherwise all custom stuff from the non-installed mod is removed from your map as soon as you load it in the editor.

I don't see any overlaps right now between my pack and this one. Did you update it?
(Or perhaps I looked over it; definitely possible since I only quickly checked out the download.
It's almost :snooze: time over here.)

Some kind of drag&drop thing for this would be nice, i.e. you download as many custom packs as you want and assemble your own palette.
Food for thought...

My Style Changer mod (nearly finished) has a program for choosing which editoritems.txt file will be used. I was going to just make a version of each style with HMW elements in the palette and one without HMW elements in the palette but still with them listed so they still work if in the map but can't be added. And I was going to make my own HMW elements for those that need a different look in different styles.
But I think maybe I need to make a more advanced version of the program that can merge different editoritems files together.

BTW, you can't say "looked over" because that means "examined", you need to say "overlooked".

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