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Quote from Fracture on November 21, 2012, 11:42 pmquick related question, when i use pakrat on this, do i have to retreive the files from their exact location in the game directory or can i just as easily grab it from the desktop?
EDIT: Portal 2 now just freezes halfway through the loading everytime i use the imported skyboxes
EDIT: Might also be the Moon surface i used from the end level that i retextured with grass
quick related question, when i use pakrat on this, do i have to retreive the files from their exact location in the game directory or can i just as easily grab it from the desktop?
EDIT: Portal 2 now just freezes halfway through the loading everytime i use the imported skyboxes
EDIT: Might also be the Moon surface i used from the end level that i retextured with grass
Quote from Fracture on November 22, 2012, 1:39 amChickenMobile wrote:check the .vmt's that they give you with the download. Just like I said before, add in the $hdrbasetexture value in and save it.HOW! I cant even figure out what opens a vmt.
HOW! I cant even figure out what opens a vmt.

Quote from josepezdj on November 22, 2012, 2:20 amFracture, I have made a test map for you in 5 minutes before coming to work. Let's check if it the problem is your hammer editor or you
Check the attached zipped file, you've got the .vmf file (in the case you want to compile it yourself and check if it all goes well), the .bsp and also the skybox textures.
Place both the .vmf and the .bsp into portal 2/sdk_content/maps folder. Place the textures (12 files) inside portal 2/portal2/materials/skybox. If you want to run the map, you'll have to place a copy of the .bsp into portal 2/portal2/maps or portal 2/portal2_dlc2/maps... or compile the .vmf, ok? I suggest you this one to check if hammer works well.
Please do, and test the map and let me know if it works or not. I swear, if you don't post anything related to this and we can go step by step to see your mistakes, I give up.
Fracture, I have made a test map for you in 5 minutes before coming to work. Let's check if it the problem is your hammer editor or you
Check the attached zipped file, you've got the .vmf file (in the case you want to compile it yourself and check if it all goes well), the .bsp and also the skybox textures.
Place both the .vmf and the .bsp into portal 2/sdk_content/maps folder. Place the textures (12 files) inside portal 2/portal2/materials/skybox. If you want to run the map, you'll have to place a copy of the .bsp into portal 2/portal2/maps or portal 2/portal2_dlc2/maps... or compile the .vmf, ok? I suggest you this one to check if hammer works well.
Please do, and test the map and let me know if it works or not. I swear, if you don't post anything related to this and we can go step by step to see your mistakes, I give up.
Quote from Lpfreaky90 on November 22, 2012, 2:25 amFracture wrote:ChickenMobile wrote:check the .vmt's that they give you with the download. Just like I said before, add in the $hdrbasetexture value in and save it.HOW! I cant even figure out what opens a vmt.
Notepad.
HOW! I cant even figure out what opens a vmt.
Notepad.
Quote from Fracture on November 22, 2012, 2:34 amSo apparently it isn't important enough for anyone to tell me to remove the two letters at the end of the textures name that dictate the 4 textures that make up the sky that i must put in the map properties skybox section. >_<
Thanks, this has been great. A huge migraine over something so stupid as this
So apparently it isn't important enough for anyone to tell me to remove the two letters at the end of the textures name that dictate the 4 textures that make up the sky that i must put in the map properties skybox section. >_<
Thanks, this has been great. A huge migraine over something so stupid as this

Quote from ChickenMobile on November 22, 2012, 2:45 amWow really?
Did you actually follow any tutorials whatsoever?
Wow really?
Did you actually follow any tutorials whatsoever?
Quote from Fracture on November 22, 2012, 2:52 amYes, and to be honest, some of the people making tutorials out there really really....shouldn't
Yes, and to be honest, some of the people making tutorials out there really really....shouldn't

Quote from josepezdj on November 22, 2012, 3:20 amWell, yes, if you check the names of the files they've got the actual name of the sky followed by:
- rt = right
- lf = left
- ft = front
- bk = back
- dn = down
- up = obviousThose are the sides of the sky box
Well, yes, if you check the names of the files they've got the actual name of the sky followed by:
- rt = right
- lf = left
- ft = front
- bk = back
- dn = down
- up = obvious
Those are the sides of the sky box
Quote from Fracture on November 22, 2012, 3:31 ami dont even know how i got the first skybox working with the factory default. I had copied the name of it including the directional acronym.
There is still the other question, I'm gonna have to pakrat this, aren't i?
i dont even know how i got the first skybox working with the factory default. I had copied the name of it including the directional acronym.
There is still the other question, I'm gonna have to pakrat this, aren't i?

Quote from josepezdj on November 22, 2012, 4:05 amYes you are. But do not worry much about that because it is not difficult.
Skybox textures can be packed using pakrat's "automatic scan" feature. Check this tutorial.
Yes you are. But do not worry much about that because it is not difficult.
Skybox textures can be packed using pakrat's "automatic scan" feature. Check this tutorial.