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Wix - we may have some new friends playing a new game finding their way here soon.....
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Hi guys. I hope you are all well and keeping sane and safe during these trying times (and all that).

Just FYI that mode was looking for ways to get back in touch via reddit (r/WDG).
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Zombie TF2? Do we need to dress up?
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Any appetite for a TF2 revival?
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Yes this thing is still on
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Hello! Is this thing still on?
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Damn. 1&1 have upgraded their something or other but seem to have allowed for ancient forums like this to keep on
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NuB site is no more due to a forced PHP v7 upgrade on the web host that breaks SMF/TinyPortal.
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Who Dares... Grins!!
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no
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MEssaage me
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The shoutbox has actually had shouts in it recently? Impossible.
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You'll be blaming me for shit Tf2 updates next!
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That is all.
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its not optimized well just like the ps4 version
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some of the stealth sections are a bit of a drag, but they're not as bad as the VIP escort missions in THE VITNESS
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I go lethal on grim missions
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Author Topic: Portal 2  (Read 100289 times)
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« Reply #345 on: May 09, 2012, 04:33:54 PM »

I mean in the new simple editor, an export to hammer option. So once you've prototyped a good puzzle you can then export the project to hammer if you want to really polish it.
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« Reply #346 on: May 09, 2012, 04:57:25 PM »

I mean in the new simple editor, an export to hammer option. So once you've prototyped a good puzzle you can then export the project to hammer if you want to really polish it.

Please refer to previous post.

A decompiler is a decompiler - however you dress it up.
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« Reply #347 on: May 09, 2012, 04:59:42 PM »

the simple editor has its own project format, that gets compiled to bsp or whatever. Exporting that format to hammer does not involve decompiling the bsp.
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« Reply #348 on: May 09, 2012, 05:03:51 PM »

Ah, I see now. Wink

I don't understand why you don't just find where Portal 2 saves these projects, as they're probably .vmf files which Hammer can open natively anyway. If they're in some other format then it's tough luck. You'll have to compile it in the Simple Editor then decompile it for Hammer afterwards for now.
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« Reply #349 on: May 09, 2012, 05:05:23 PM »

according to random redditor you can export
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« Reply #350 on: May 09, 2012, 05:08:17 PM »

G:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\SAVE\PROFILE_ID

seems to have them, 3 files .hl1 .hl2 .hl3. Not sure how you'd convert them but I guess someone will make a tool, but should really be a menu option in the editor.

EDIT NOPE not those files. Must be elsewhere.
« Last Edit: May 09, 2012, 05:10:44 PM by discordance » Logged

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« Reply #351 on: May 09, 2012, 05:53:39 PM »

hl3 you say?
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« Reply #352 on: May 09, 2012, 09:29:51 PM »

Here we go courtesy of jojo:


Added VMF Export Command
- Usage: puzzlemaker_export <filename>
- This command will export the current puzzle to a VMF for further editing.
- VMF will be put in sdk_content/maps/
- Note: VMFs cannot be re-imported into the tool.
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« Reply #353 on: May 10, 2012, 08:24:53 AM »

I was going to post that it should be doable, as I have seen someone on youtube doing just that ā€” importing a puzzle into hammer ā€” but thanks to jojo I now also know how. Thanks jojo. Thojo.
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« Reply #354 on: May 10, 2012, 08:50:36 AM »

I am curious, though.

How do you plan on "touching up" your finished map? Brush work is child's play and VBSP takes 2 seconds to do something it would take me 2 hours to do - The way maps are made it's easy for VVIS to optimise fps through hint brushes and area portals; all the major components for any puzzle are there and covered & VRAD is quite quick as well thanks to relatively simple light sources.

Considering it takes 1 minute, at the most, to compile a reasonably complex puzzle, I don't quite see the need to use Hammer for something like this...

The only thing really I can think of is the compiler differences: Compiling maps with HDR Lighting, optimising file size and adding general aesthetic (or custom) props - but then again we're getting onto .bsp packing which is a different thing altogether. Wink. But stuff like that is reserved, really, for the actual *final* iteration of your puzzle.
« Last Edit: May 10, 2012, 08:53:33 AM by Leftism » Logged

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« Reply #355 on: May 10, 2012, 09:32:16 AM »

Since I haven't really made a map ever, I'm probably the wrong person to ask.
From what I've seen of the puzzle editor, I would presume to map out all of the mechanics and puzzle aspects there.
Once I'm content with the puzzle, I'd probably go into Hammer to touch it up a bit.

As you've said, mostly lighting and aesthetic. Maybe move a trigger or two, or add some atmosphere sound triggers or whatever.
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« Reply #356 on: August 17, 2012, 12:58:29 AM »

http://www.thinkwithportals.com/blog.php?id=8663&p=1
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