[Tutorial]Portal2 SDK Customizable Spawn Map Options MOD
Quote from FusedCore on June 7, 2011, 11:48 pmThis mod is for people who are using the Portal 2 SDK tools. You must own Portal 2 on PC(Windows) for Steam and have the "Portal 2 Authoring tools" SDK installed to use this tutorial.
This SDK mod allows you to chose whether to chose different options for spawning on your custom single player maps.read here: mapping-help/portal2-sdk-customizable-spawn-map-options-mod-t3497.html
File Name: Portal2_SDK_Customizable_map_options_renaFUSED.rar
File Size: 836.29?KiB
This mod is for people who are using the Portal 2 SDK tools. You must own Portal 2 on PC(Windows) for Steam and have the "Portal 2 Authoring tools" SDK installed to use this tutorial.
This SDK mod allows you to chose whether to chose different options for spawning on your custom single player maps.
read here: mapping-help/portal2-sdk-customizable-spawn-map-options-mod-t3497.html
File Name: Portal2_SDK_Customizable_map_options_renaFUSED.rar
File Size: 836.29?KiB
Quote from FusedCore on June 7, 2011, 11:55 pmWant to be able to chose whether or not you want to start your map with the portalgun or have text display for your map packs? Then follow this tutorial.
This mod is for people who are using the Portal 2 SDK tools. You must own Portal 2 on PC(Windows) for Steam and have the "Portal 2 Authoring tools" SDK installed to use this tutorial.
This SDK mod allows you to chose whether to chose different options for spawning on your custom single player maps.Download link: http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=917
File Name: Portal2_SDK_Customizable_map_options_renaFUSED.rar
File Size: 836.29 KiBTutorial Instructions:
-=[Section 1: Extract and File Info]=-
1) Extract the folder "sdk_content" to your "<Steam Location>steamappscommonportal 2" folder
2) Goto the folder Location "<Steam Location>steamappscommonportal 2sdk_contentmapsinstancestransitions" and you will Notice these 4 new files:
File 1: "customizable_arrival_departure_transition_ents_renaFUSED.vmf" - Used for spawning/leaving the map with the elevators.
File 2: "customizable_end_text_renaFUSED.vmf" - Used for displaying the end map title.
File 3: "customizable_spawn_portalgun_renaFUSED.vmf" - Used to chose the portalgun you wish to spawn with.
File 4: "customizable_start_text_renaFUSED.vmf" - Used to display the title and subtitle texts.3) Goto the folder Location "<Steam Location>steamappscommonportal 2sdk_contentmaps"
And you will see these 2 new files:
File 5: "elevator_mapexample_renaFUSED.vmf" - Example on how it all works with the elevators.
File 6: "noelevator_mapexample_renaFUSED.vmf" - Example on how it all works without the elevators.4) For an Example, Extract the files "elevator_mapexample_renaFUSED.bsp" and "noelevator_mapexample_renaFUSED.bsp" to your "<Steam Location>steamappscommonportal 2portal2maps" folder and run Portal 2 then press the ~ command to bring up the console(Note: you must first enable the dev console in the portal 2 game options.) then type "map elevator_mapexample_renaFUSED.bsp" or "map noelevator_mapexample_renaFUSED.bsp" and hit enter to see the examples in action.
-=[Section 2: Adding files to your Map]=-Option A(adding the files to your map without using an elevator):
1) Open Hammer and Load up the "noelevator_mapexample_renaFUSED.vmf" file.
2) Select all 3 of the boxes(Named: portalgun, Departure_text and Arival_text) with the NODRAW off to the side.
3) copy them to your map
4) See "Section 3" on how to change the settings.
Option B(adding the files to your map with an elevator):
1) Follow the steps(1-3,5,6) on here http://developer.valvesoftware.com/wiki/Elevator_%28Portal_2%29#Adding_elevators_to_a_map
2) Open Hammer and Load up the "elevator_mapexample_renaFUSED.vmf" file.
3) Select all 4 of the boxes(Named: Arrival_Departure_Trans, portalgun, Departure_text and Arival_text) with the NODRAW off to the side.
4) copy them to your map
5) See "Section 3" on how to change the settings.
-=[Section 3: Changing the settings]=-
Note: Each func_instance has $variables that can be set without opening the actual file for editing which is NOT recommended.
1) To change settings simply double click in 3D-view on the item you wish to set the settings for.
2) The settings are as follows:
Arrival_Departure_Trans:
$departure_video - Displays the video in the exit elevator(Default: "media/animalking.bik")
$arrival_video - Displays the video in the enter elevator(Default: "media/animalking.bik")portalgun:
$give_portalgun (Set Value: 1 or 0) - Gives the portalgun to the player apon map spawn(Default Value: 1)
NOTE: You must have the $give_portalgun Value set to 1 to get the upgraded guns.
NOTE: Only set either $upgrade_portalgun or $upgrade_potatogun the Value of 1(example: if you want the potatogun the make the $upgrade_portalgun as 0 and $upgrade_potatogun as 1 DO NOT HAVE THEM BOTH SET TO 1 AS IT WILL DEFAULT TO THE POTATOGUN)
$upgrade_portalgun (Set Value: 1 or 0) - Gives the dual portalgun to the player apon map spawn(Default Value: 1)
$upgrade_potatogun (Set Value: 1 or 0) - Gives the dual portalgun with GLaDOS(PotatOS) attached to the player apon map spawn(Default Value: 0)Departure_text:
$end_text_enabled (Set Value: 1 or 0) - Enables/Disables the end Title text(Default Value: 1)
$end_text - Put the text you wish to display at the end of your level in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$end_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$end_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)Arival_text:
$title_enabled (Set Value: 1 or 0) - Enables/Disables the Title text(Default Value: 1)
$title_text - Put the text you wish to display at the start of your level in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$title_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$title_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)$subtitle_enabled (Set Value: 1 or 0) - Enables/Disables the Subtitle text(Default Value: 1)
$subtitle_text - Put the text you wish to display at the start of your level as a subtitle in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$subtitle_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$subtitle_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)3) Once your done changing your settings to what you desire then Save your map
4) after saving then run your map to see the results
5) troubleshooting submit a reply here and check here: http://forums.steampowered.com/forums/showthread.php?t=1921465
Enjoy this tutorial and the options -FusedCore
Want to be able to chose whether or not you want to start your map with the portalgun or have text display for your map packs? Then follow this tutorial.
This mod is for people who are using the Portal 2 SDK tools. You must own Portal 2 on PC(Windows) for Steam and have the "Portal 2 Authoring tools" SDK installed to use this tutorial.
This SDK mod allows you to chose whether to chose different options for spawning on your custom single player maps.
Download link: http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=917
File Name: Portal2_SDK_Customizable_map_options_renaFUSED.rar
File Size: 836.29 KiB
Tutorial Instructions:
-=[Section 1: Extract and File Info]=-
1) Extract the folder "sdk_content" to your "<Steam Location>steamappscommonportal 2" folder
2) Goto the folder Location "<Steam Location>steamappscommonportal 2sdk_contentmapsinstancestransitions" and you will Notice these 4 new files:
File 1: "customizable_arrival_departure_transition_ents_renaFUSED.vmf" - Used for spawning/leaving the map with the elevators.
File 2: "customizable_end_text_renaFUSED.vmf" - Used for displaying the end map title.
File 3: "customizable_spawn_portalgun_renaFUSED.vmf" - Used to chose the portalgun you wish to spawn with.
File 4: "customizable_start_text_renaFUSED.vmf" - Used to display the title and subtitle texts.
3) Goto the folder Location "<Steam Location>steamappscommonportal 2sdk_contentmaps"
And you will see these 2 new files:
File 5: "elevator_mapexample_renaFUSED.vmf" - Example on how it all works with the elevators.
File 6: "noelevator_mapexample_renaFUSED.vmf" - Example on how it all works without the elevators.
4) For an Example, Extract the files "elevator_mapexample_renaFUSED.bsp" and "noelevator_mapexample_renaFUSED.bsp" to your "<Steam Location>steamappscommonportal 2portal2maps" folder and run Portal 2 then press the ~ command to bring up the console(Note: you must first enable the dev console in the portal 2 game options.) then type "map elevator_mapexample_renaFUSED.bsp" or "map noelevator_mapexample_renaFUSED.bsp" and hit enter to see the examples in action.
-=[Section 2: Adding files to your Map]=-
Option A(adding the files to your map without using an elevator):
1) Open Hammer and Load up the "noelevator_mapexample_renaFUSED.vmf" file.
2) Select all 3 of the boxes(Named: portalgun, Departure_text and Arival_text) with the NODRAW off to the side.
3) copy them to your map
4) See "Section 3" on how to change the settings.
Option B(adding the files to your map with an elevator):
1) Follow the steps(1-3,5,6) on here http://developer.valvesoftware.com/wiki/Elevator_%28Portal_2%29#Adding_elevators_to_a_map
2) Open Hammer and Load up the "elevator_mapexample_renaFUSED.vmf" file.
3) Select all 4 of the boxes(Named: Arrival_Departure_Trans, portalgun, Departure_text and Arival_text) with the NODRAW off to the side.
4) copy them to your map
5) See "Section 3" on how to change the settings.
-=[Section 3: Changing the settings]=-
Note: Each func_instance has $variables that can be set without opening the actual file for editing which is NOT recommended.
1) To change settings simply double click in 3D-view on the item you wish to set the settings for.
2) The settings are as follows:
Arrival_Departure_Trans:
$departure_video - Displays the video in the exit elevator(Default: "media/animalking.bik")
$arrival_video - Displays the video in the enter elevator(Default: "media/animalking.bik")
portalgun:
$give_portalgun (Set Value: 1 or 0) - Gives the portalgun to the player apon map spawn(Default Value: 1)
NOTE: You must have the $give_portalgun Value set to 1 to get the upgraded guns.
NOTE: Only set either $upgrade_portalgun or $upgrade_potatogun the Value of 1(example: if you want the potatogun the make the $upgrade_portalgun as 0 and $upgrade_potatogun as 1 DO NOT HAVE THEM BOTH SET TO 1 AS IT WILL DEFAULT TO THE POTATOGUN)
$upgrade_portalgun (Set Value: 1 or 0) - Gives the dual portalgun to the player apon map spawn(Default Value: 1)
$upgrade_potatogun (Set Value: 1 or 0) - Gives the dual portalgun with GLaDOS(PotatOS) attached to the player apon map spawn(Default Value: 0)
Departure_text:
$end_text_enabled (Set Value: 1 or 0) - Enables/Disables the end Title text(Default Value: 1)
$end_text - Put the text you wish to display at the end of your level in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$end_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$end_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)
Arival_text:
$title_enabled (Set Value: 1 or 0) - Enables/Disables the Title text(Default Value: 1)
$title_text - Put the text you wish to display at the start of your level in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$title_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$title_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)
$subtitle_enabled (Set Value: 1 or 0) - Enables/Disables the Subtitle text(Default Value: 1)
$subtitle_text - Put the text you wish to display at the start of your level as a subtitle in the value box
NOTE: To get the color you desire Just make a new Entity and set it as light, then chose your color with the color picker, then copy the color code to the variables below; and finally don't forget to delete that light or your map may not compile.
$subtitle_color1 (Set Value in color code) - Chose the Foreground color you wish to use(Default Value: 255 0 0 0)
$subtitle_color2 (Set Value in color code) - Chose the Background color you wish to use(Default Value: 0 0 0 0)
3) Once your done changing your settings to what you desire then Save your map
4) after saving then run your map to see the results
5) troubleshooting submit a reply here and check here: http://forums.steampowered.com/forums/showthread.php?t=1921465
Enjoy this tutorial and the options -FusedCore
Quote from Hober on July 1, 2011, 11:59 pmFusedCore wrote:bumped to help others.Stop doing this.
Also, someone with more experience than I have with manipulating these ents: why do we need to download his stuff? Don't you just modify the elevator instance on your own? Does this add anything of value?
Stop doing this.
Also, someone with more experience than I have with manipulating these ents: why do we need to download his stuff? Don't you just modify the elevator instance on your own? Does this add anything of value?
Quote from FusedCore on July 9, 2011, 5:54 pmHober wrote:FusedCore wrote:bumped to help others.Stop doing this.
Also, someone with more experience than I have with manipulating these ents: why do we need to download his stuff? Don't you just modify the elevator instance on your own? Does this add anything of value?
I don't modify them I completely changed them and made new ones to support the new options for people to be able to change on their own with the help of this tutorial.
Stop doing this.
Also, someone with more experience than I have with manipulating these ents: why do we need to download his stuff? Don't you just modify the elevator instance on your own? Does this add anything of value?
I don't modify them I completely changed them and made new ones to support the new options for people to be able to change on their own with the help of this tutorial. ![]()
Quote from Lostprophetpunk on July 10, 2011, 4:19 pmI know this may seem a bit of an old topic...I didn't want to make a new topic.
I cannot figure out how to trigger the end of the level through the departure text. As it doesn't say in the steps of the tutorial.
I know this may seem a bit of an old topic...I didn't want to make a new topic.
I cannot figure out how to trigger the end of the level through the departure text. As it doesn't say in the steps of the tutorial.
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|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
