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Wierd elevator room glitch in PTI maps imported into Hammer

I'm trying to make some new maps with better looks and features than what can be done with the PTI, unfortunately my skills at Hammer are not the best right now, so I still make maps with the basic puzzle elements in PTI, then import it into Hammer to add the other things.

Everything seems to work as it should but the elevator rooms have nothing showing on the panels around the elevators, and when I get into the elevator at the end of the level, although it does start to go up then fades like it should do, after that it just continues to go up (I can still hear it moving) and the level doesn't end.

I've put a link to a level that I made with PTI then edited in Hammer, so you can see for yourself what keeps happening.

http://steamcommunity.com/sharedfiles/filedetails/?id=165284794

I know one thing that I did do wrong, there's an area where too many linked portal door entities are visible at once, but as for the elevator rooms, I haven't a clue!

So what's going on with the elevator rooms and how do I fix that? Is that normal for a Hammer level to "end" like that when I'm testing it?

The problem with the elevator videos has been extensively explained in the forums. There is a tricky way to have them back and even select the one you want to appear in the elevator shaft screens. Read this thread about it.

About the ending of the map, well, that will depend on how you made your elevators system. If you didn't change much from what was exported from the PTI, then that export is not being done properly. There is a thread by zivi7 about the topic too!

Remember to always use the SEARCH feature before posting a new thread about a problem ;) (you have it up there at the menu at the top of this page)

Basically there are 2 ways of ending your map:

1.) Via the command 'disconnect'. You'll need a point_clientecommand entity and a trigger (via a trigger_once or multiple or a logic_relay) that fires the following output:

- OnTrigger > [clientcommand_name] > command > disconnect | delay = 2.00 (or whatever)

(You surely already have a point_clientcommand entity in your map, try to locate it (in order to avoid adding a new one); its name is usually clientcommand or command or @command, and you can locate it by searching for its name in hammer with the menu tool 'Find Entities'. Once you know the name you can refer to it. ;))

2.) By triggering the vote screen. This is the best way because you can get the vote of ppl once they finish your map ;) Normally, this can be done adding a trigger wherever/whenever you want the vote screen to pop up and with this output:

- OnTrigger > @relay_pti_level_end > Trigger

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Jose's information is all useful, but actually I think this is simply how PTI maps behave when not loaded from the Workshop. Without changing anything you should find it all works correctly after you upload it.

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My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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I don't know what Ive done, but I couldn't quite follow what was in the thread you pointed me to, it was just way over my head, I'm just a beginner, I have no idea how to use scripts and things like that. Now I've REALLY messed something up, every time I compile my map, then run it, I'm just constantly falling and there's nothing around me, I don't even have the p0rtal gun. WHAT THE HELL HAVE I DONE? THIS HAPPENS WITH EVERY MAP I TRY NOW!

Man, first of all stay cool LOL :D

What have you changed? it's important that you remember it ;)

Also, if that happens with every map now, you definitely need to verify the integrity of all your local files:

- Go to your library and choose "All games"
- Right-click on Portal2 > Properties
- 'Local Files' TAB
- Verify Integrity of Local Files

Then do the same but with the tools:

- Go to your libary and choose "Tools"
... the rest is nearly the same...

If you try it again and still something is wrong, post the .VMF so I can take a look to it ;)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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I realize other people are helping you fix your problem right now, but let me just say exporting PTI maps and fixing them up in hammer is the worst way to learn hammer, and it will really hurt you in the long run.
make hammer maps from scratch if you ever ever ever want to be any good at mapping
http://www.tophattwaffle.com/tutorials/

I learned on hammer, and so can you!



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

@CoolDudeClem: I subscribed and played your map... it works out fine, apart from the many glitches that the areaportals cause to the visleafs. So you can still have a copy of your map from portal 2/portal2/maps/workshop and decompile it with BSPSource (it works pretty straight forward).

Or also, you should be able to grab the PTI (old) copy of your .P2C map from portal 2/portal2/puzzles.

I can't know what is what you did to screw your map up or even the rest of maps you play >.<

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

It's ok now, everything seems to work, even tho I havent made any further changes to the games files, I made a couple of test maps in PTI, imported them into hammer then tried running them, just to make absolutely sure that it still works, and what do you know? It's not doing any weird things now! It's just those other maps I tried that have the problem, so at that time I just assumed that they would all do that.

I'm learning how to do things in Hammer right now, so far I can make a room, add custom lighting and props, basic buttons triggers and doors, even have a Wheatley monitor pop out of the wall and stare at the player, but that's all work in progress. The trouble I have is getting the size of everything right, the last room I made in Hammer accidentally made it seem as if the player is toy size!

Make sure you use 128 units like in PTI.