Portal 2 - help with func_instances Created 13 years ago2011-05-13 08:30:56 UTC by DieH@rd DieH@rd

Created 13 years ago2011-05-13 08:30:56 UTC by DieH@rd DieH@rd

Posted 13 years ago2011-05-13 08:30:56 UTC Post #294606
Portal 2 made me to redownload hammer editor, but i have few problems.

Can anyone help me how to use several advanced "func_instance" models that come with portal2 SDK? In particular turbine elevator arrival and departure sequences [how to spawn in them sucessfully, how to make them animate and work... that sort of deal].

Tutorial of even some small simple finished map would be apreciated. Thanks.
Posted 13 years ago2011-05-13 09:38:39 UTC Post #294608
According to the VDC, all you need to do is insert a func_instance (point entity) and make it use the VMF you want. I think the VMFs for the instances should be completely functional on their own, but I could be wrong.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-05-13 09:38:54 UTC Post #294609
Can you decompile portal maps same as normal source maps, and use valve's setups as a guide?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-13 10:01:30 UTC Post #294611
Shouldn't be any need, if they're pieces used in instances; if you want to know how it works, you just need to find the instance VMF and open it up.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-05-13 10:07:23 UTC Post #294612
There a times you will still have to manually trigger entity setups inside instances, though. There's a pretty decent tutorial on the more advanced stuff here.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-05-13 11:10:17 UTC Post #294613
I managed to make quick and dirty version of elevator arrival scene.

1. open arrival_elevator_a4_base.vmf
2. open arrival_elevator_a4_logic.vmf in another window
3. copy everything from logic window and paste/align it into "base"
4. smack a new player start node into elevator.
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