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Browen Superior Participant

Joined: 25 Nov 2007 Posts: 79
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| how do i download this map? where do i extract everything to? thanks for the help |
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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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| Browen wrote: | | how do i download this map? where do i extract everything to? thanks for the help |
Download from here: http://forums.thinkingwithportals.com/dload.php?action=file&file_id=103
Extract to: c:\Program Files\Steam\steamapps\<username>\portal\portal
Substitute <username> for your steam user id (should be obvious if you look at the folder).
The folder structure in the rar file should be preserved, so you will get maps materials models and sound subdirectories created if they weren't there already.
After that it should be available in the bonus maps menu of Portal. |
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MrTwoVideoCards
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Joined: 23 Nov 2007 Posts: 481 Location: Lancaster, CA
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Thats default of course, Change the C: part if you installed steam in another drive, as it what i did, so mines in E. _________________
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Browen Superior Participant

Joined: 25 Nov 2007 Posts: 79
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| thanks a lot! i always used to just take the .bsp map file, put it in maps, and use the console to access it, thanks again |
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MrTwoVideoCards
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Joined: 23 Nov 2007 Posts: 481 Location: Lancaster, CA
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Yeah thats whats so cool about portal, is you can now access it through the menu, but there are downsides to that method, which still need to be fixed up by valve. _________________
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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| MrTwoVideoCards wrote: | | Yeah thats whats so cool about portal, is you can now access it through the menu, but there are downsides to that method, which still need to be fixed up by valve. |
downsides? like what? As soon as we get the bmz files popular then there won't be any problems:
load poral>monus maps>import maps>find bmz>enjoy as portal installs it
no need to explain custom map insilation to n00bs then just download the file and find it using portal and thats it _________________ Fancy making a payload map?
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MrTwoVideoCards
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Joined: 23 Nov 2007 Posts: 481 Location: Lancaster, CA
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Yeah one is that the file cannot be loaded via console, nor can you record a demo file for your map. But it is a very good way to import maps.
Mainly this is all due to the engine requiring the map within the maps folder, and not in a sub folder under that. _________________
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Korjagun Test Supervisor

Joined: 08 Nov 2007 Posts: 120
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The main problem I find with BMZ files is that Source does not support compressed BMZs, meaning that you either have to have your files be twice as big as they need to be, or pack them twice and force the user to extract a .RAR or "outer .ZIP" before they get to the BMZ. _________________ Link, mah boi, this peace is what all true warriors strive for! |
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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Uh, you can run maps using the console when they are in a subfolder, I do it all the time.
map TS13/testc_06
will run ...portal/portal/maps/TS13/testc_06.bsp
I can't comment on demo files though _________________ Fancy making a payload map?
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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Another problem with the maps in a subfolder of maps/ I and msleeper figured out is that cubemaps won't work at all. It will be plain black, not even default skybox. _________________
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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| Hurricaaane wrote: | | Another problem with the maps in a subfolder of maps/ I and msleeper figured out is that cubemaps won't work at all. It will be plain black, not even default skybox. |
Wait, so what your saying is that custom maps using the bonus map script format can't have cubemaps? _________________ Fancy making a payload map?
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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| youme wrote: | | Wait, so what your saying is that custom maps using the bonus map script format can't have cubemaps? |
I personnaly put the bonus script files in a subfolder and the maps in the main maps/ folder. It works that way. _________________
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MrTwoVideoCards
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Joined: 23 Nov 2007 Posts: 481 Location: Lancaster, CA
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Hmm i should try that, it seems to have worked for me though, yet it does look a bit off, on the reflections. _________________
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Korjagun Test Supervisor

Joined: 08 Nov 2007 Posts: 120
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I gave it a quick try and I can confirm what Hurricane is saying; placing the map anywhere other than maps/ results in blank cubemaps, even if you generate them after moving the map. _________________ Link, mah boi, this peace is what all true warriors strive for! |
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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| Korjagun wrote: | | I gave it a quick try and I can confirm what Hurricane is saying; placing the map anywhere other than maps/ results in blank cubemaps, even if you generate them after moving the map. |
Sorry, I need some clarification there, so putting a map here: portal/portal/maps/TS13/ would have no cubemaps? _________________ Fancy making a payload map?
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