Work in Progress Portal 2 RP game. Feel free to ask any questions, also hiring currently if anyone is interested.
#CITY 17 PROJECT
432 messages · Page 1 of 1 (latest)
This is insane
yeahh i would agree but dont get your hopes up because i dont know about the legality of it
so it may just be custom areas
valve allows a lot when it comes to their trademarks
they get angry when you use leaked stuff or use their content in a game and charge money (without a license) for it (and thats all i think)
like herrdavido says, i think that is the case, for example, baconkid (i think their fourm is somewhere in QS-creators corner) has been making their game and utilizing valve's meshes n such
you can directly ask him for more info though
I'm aware but yk I'm porting the actual maps from the game directly so
ohhh okay okay, i can see your concerns then
yeah but anyways im sure it will be fine
tbh even if it isnt i wouldnt even remove the ingame areas
id just
make them unplayable
like block them off
because it would be neat to have the whole facility
in one chunk
look at like half of half life 2 rp games
literally copy n paste from half life 2
so dw
that is true but they just copy like the one section of the game and have an rp there
this is like planned to be the entire campaign of p2 and coop maps
it is an rp game so its not p[layable
but still
functional campaign or just maps
just maps
if maps valv should be cool
tbh the process for porting them is so awkward it takes forever i might just quit the whole porting thing for a while lmao
(also dont copy n paste maps directly, the maps in portal 2 were not really made for any kind of roleplay, and roleplaying in these is gonna kinda suck)
its very difficult
nahh they will work
im going to change it a bit obviously
because im planning on just turning all loose ends into different ways you can go
like doors that arent real doors etc
so it will be less linear
i would change a lot of stuff
like
a) more catwalks (for obvious reasons)
b) more lifts (for obvious reasons)
c) please add a not destroyed tartarus pleasepleasepleasepleasepelaserwo-agjaw
plus the whole testing experience has to be linear anyways
i dont think a not destroyed tartaros is possible because of the time period
but
maybe this will count
lemme get a pic rq
uuhhhh alternative universe where the old section wasnt abandoned or something
well i dont really want to do stuff like that
because i want it to be
an accurate full facility map
plus that would need a lot of custom assets to fully realize what tartaros fixed would look like lol
the chambers you see in portal 2 is like 1/100th of the entire facility
yeah im aware that i cant make it the full thing obvi
but by that i mean making it feel realistic
that is more detail or?
like
catwalks
making all of the offices and stuff and observation areas linked
so you could play realistically as an employee
and get to each area
adding differfent ways to get to old aperture maybe
so yes
catwalks
yes
and other paths
but i wont add new catwalks to areas if i can avoid it
it would be like
just unlocking the locked doors
anyways the lighting isnt finished but this is an area ive been working on for a while
based off of revolution where its like transitioning from old ap to new
for example there isnt any access to the glados chamber
and i would imagine that there would be a lot of catwalks all around the facility for maintenance and operation and other purposes
however they got destroyd after portal 1 and glados didnt bother to rebuild them in portal 2 (cause why would she)
oh i have access to glados's chamber
there isnt access as in the original game
old aperture my beloved 🥰
a funnel to bring you over
this is uhh
not very realistic
it isnt
a funnel would be used for testing purposes only
but i have like no other solution that i wouldnt have to alter the map for
well alter the map then
i want to focus on adding rather than changing / removing
it will be required
i want accuracy to be one of the main things and i dont want to have to change glados's chamber
thats a temporary solution really i could just fix the hallway
you wont even have to do that
there are personnel entrances to the chamber
as seen before wakeup
and portal 1
you mean the catwalks under the chamber?
im not sure what you mean by personnel entrances
that
and the main entrance
the main entrance for the double doors
like when you first enter her chamber in portal 2
is linked to the trap sequence
and i dont really want to script that lmao
and the trap sequence is like a floating block off to the side of the central chamber
it isnt working as a functioning personnel entrance
like this path from portal 1 and portal 2 (before wakeup)
this was the main entrance
to glados's chamber
yeah thats the broken hallway
yea
however the way glados's chamber is built
that hallway is like
the corner of the chamber
it isnt leading towards her chamber from the centre like it would in p1
and glados's chamber is basically an anchor for everything else in the map because its linked to old aperture
so i cant move it
well it dosent matter
there are inaccuracies between p1 and p2
the main thing is that its the entranc
and we need an entrance
thats true
it dosent have to be 100% accurate to the game
because then it wont be as fun to roleplay
and some places have to be changed, because they were designed for a linear game from ground up
i guess yeah
but i am not altering
old aperture
at all
lmao
ill only add other routes
fair enough
tbh you dont even have to add full old aperture
some places at the top of the shaft
i do because i need the start - end of old aperture to get to wheatley's chamber in an accurate position
i cant just skip it
well i suppose
the way the spheres work
is that they dont fit in the spheres in the map shtemselves
so i kind of need to teleport to them
so yeah that doesnt matter in terms of positionm
but i would like to have the entire section as its my favourite part of portal 2 lmao
wheatleys chamber is supossed to be glados chamber in the lore n thats kinda obvious
same
old aperture
🥰
it is
but he moved the chamber
himself
well
predicted / theorized
where was this said
it isnt
but theres theories that it makes more sense
if he moved it
because of the location when you combine the maps
and he moves a lot of shit
which makes it not as criminal to include both versions
if it wasnt said
that means it wasnt done
thats how valve games work
wheatleys chamber is supposed to be glados's chamber, at the same place
there are differences
in maps
theres also no evidence its in the exact same place
just as valve didnt confirm the theory they didnt confirm that either
i honestly doubt that he could move it
because its a central hub n stuff
i guess
its not a modular movable chamber
like the testing ones
its implanted in the facility
but then how would i add the other bts areas to wheatleys chamber, they are hardly going to fit in with the positioning of the regular glados chamber
and the escape sequence
its impossible tbh
because many reasons
if i were you, i would just go along with the aperture when glados tested on us
fixed up some things (so it wont be abandoned n stuff)
and then added on top of it (like some areas from old aperture, some chambers from wheatley control time, n the pre wakeup)
because the way portal 2 is designed, its so linear, its impossible to create a faithful to the lore aperture by just copying over the maps
i of course understand that this
would not be easy
thats true but yk i want it to encapsulate everything that portal 2 has in it
well anyways idk
its impossible :P
i will 100 percent add all of old aperture i cant avoid that
i will add various bts areas from wheatley mixing in with the rest of the maps
you can add some areas from wheatley and abandoned
that makes the most sense
well im including every section from glados chamber - to the start of the game
are you gonna make it still abandoned
or are you gonna fix up the catwalks n make it less abandoned
and also
still abandoned
just remember
d
there are these blocked lifts at the start and end of every testing track of old aperture
you could use them
yep
im currently working out if theres a way
that i can make it all the one lift
because im not sure on how i can do the positioning of it
if i can get away with making it one huge lift that would be great
yeah but because i need to teleport between each old aperture chamber anyways
i could do that
im going to revamp the start of the game because i want the portal 1 levels at the start of portal 2 to lead to all of the portal 1 chambers overgrown
||(please fix up old aperture i would love to explore it fixed 🙏)||
damn
yes it would be cool but for continuity itd mess it up
theres plenty of mods emulating that so
just look forward to them
you already r messsing up the LOREE111!!! by making catwalks around the facility
glados would not support this decision
really
well im not adding catwalks in the bts areas that are ingame so
??
the maintenance worker on your eight coffee and sixteen work hour vibe
fading lab, singularity collapse etc
but anyways i genuinely dont know if i can continue the canon areas of this project lmao
because the porting process is
insanely painful
like its so mindnumbingly boring
but thats not the biggest issue
i cant port all of the areas without my pc just dying because of the file sizes while importing to roblox
and all of the test chambers have broken textures that i gotta spend hours fixing
lmao
i dont think i can continue it until i find an easier method but there is like none
this is fair tbh
there are reasons
why there arent a lot of aperture themed games
on roblox
wait for s&box or something
sors 2 will be more than happy to crash at every import
source 2 would be so painful to try and learn lmao
from what ive heard
s&box has a built in developer studio thing
like in roblox
(s&box is trying to become that roblox, aka a hub for everyone to make games, without the "what about the children???" and microtransactions)
i dont know
someone 100% attempted porting from sors to sors 2
just do a google search you should find something
they have but i dont know how to use source or source 2 lmao
source is lua based for modding
source 2 is also probably lua
yep
source 2 uses lua
the same as roblox
i might try a program for importing vmf to blender and see how that goes this is different to the one i originally tried that didnt work very well with bsp
yeah but roblox is altered lua
alright
porting from source to source 2 is possible
however because hammr and hammr 2 are completely different map makers
source maps can be really messed up in source 2
is what a reddit user said
uh oh stinky
so that option is cooke dlmaop
it would take a genius to like
iron that out
someone who actually knows the engines
reddit user advised to just remake the maps by hand in source 2 (lmao)
there is one program that may work tho but i dont know how to use it the documentation is long gone
however porting over basic geometry is possible
lmao if thats your best piece of advice we are cooked
well not basic geometry
just the gemoetry of a map
yea
well textures is about the main issue ive been dealing with with this lmao
(good luck porting every portal 2 asset to source 2 so you can actually make something aperture themed without needing to create new assets)
(or waiting for portal 3 or a portal spin-off, still, tough chance)
tho really i wouldnt have to worry as much about importing if i could just
3d import everything
in roblox
from one origin
because everytime you 3d import it moves it
so i cant import large maps in chunks
cool
What did you need help with
any form of development rn really
i did take your advice on glados's chamber im fixing it up rn
I could build
I can send it in DMs
go ahead
How's the project going?
peak content
it's currently on hold a lil I'm trying to figure out a more efficient porting method
and my pc storage is taking a hit from ripping portal
Have you been using gcf and crowbar to export? It’s the better option, I’ve been using it for years.
They’re also the standard for exporting and using portal 2 assets
Plus, if you’re having issues with storage, just delete any assets you export from portal 2 after you have imported them to Roblox (make sure the assets work as intended in Roblox first)
Isn't it better to import the models in blender through sourceio as bulk and export them as fbx?
I do it that way idk if it's good
But i did decompile the pak
For maximum storage erosion
And just take the mdls from there
It automatically fetches the textures
In blender
But in roblox no
I haven’t heard of sourceio, might give it a try, as long as it makes things easier for me. Does it also import animations to blender?
If it automatically fetches the textures, does it also apply the textures to the models in blender automatically? If so, then when you import to studio as FBX, the models that have only one texture will already have textures
I haven’t had issues with textures except for when I’ve had to bake them
apture chronos
Yes
I dont think so
the issue isnt the exporting
its that it takes far too long to fix all of the brushes and models which have multiple textures
as roblox only supports one texture per mesh
id have to manually fix the meshes, which im slow at as im not good with blender, or just keep duplicating the brushes, changing the size a bit and the texture in studio so it shows both faces but its still time consuming
and then theres the fact that some textures just import bugged / not complete so i have to find them manually to fix it
Separate by material in blender
yea but takes too long to manually do that to basically every wall
No i mean right click on the model and at the separate button there should be an arrow when you hover over it there will be separate by selection by material etc
I did it that way
I imported the basic textures via fbx to roblox
Like the faces
well alr i did that but then how do you actually make the faces separate models automatically
because if you cant do that on any of the maps then it doesnt really speed up anything
its just like an alternate method
that's weird with the blender port I tried (tryna see if this works first before needing to manually rip the maps again) it just imported black no texture at all
I’ve already addressed this but yeah, it’s an issue. Roblox can definitely add support for multiple textures, but they want to be sticklers about it
Plus baking textures is such a fuckin waste of time, when it shouldn’t be an issue in the first place
yeah they need to add support for a lot of things
apture chronos!!!
that would go hard as a nickname but idk if it's taken yet by another mod
bump to see if anyone else can help
I just need a way to import with textures applied when exporting
in roblox it very rarely puts them for you
if you are importing a fbx it probably won't work
however if you are doing it with an obj which also has an mtl file it has a chance
it generally did everytime i used fbx until i tried the material separation method
but obj wont separate the models
obj doesn't support multiple models
decompiling source models and putting them in roblox is pretty slow
mainly because of the materials
i personally apply them manually
thats what ive learned im generally just trying to find any way to make it quicker or else it just wont be worth doing the project
application manually does work
like id prefer that over no other solution
but im searching for a while first
i wish the source2rblx thing actually had clear usage guidance
at this point i doubt its even functional with current studio as ive seen noone try it
yea
i did get that mod a while back but then couldnt figure out the rest
also apparently its only alocal thing which is useless for this method anyways
i mean for this purpose
yeah
anyways are you importing maps or making your own maps?
because if you are importing, i do have a strategy
but it mainly helps with the models
both but for the base portal 2 maps importing
importing and expanding upon the base maps is the main goal
adding new test tracks, mod content, bts areas etc
remaking the start of portal 2 to have the rest of the portal 1 chambers merged in with it and changing the assets of that area to match p1
oh
because i do know that you can import .bsp map files to blender with sourceio, get all models in some way and then just export as fbx but you can't really edit the base textures in roblox and it doesn't import overlays
the overlays i just do manually as decals, in terms of models i have a huge pack with all i need for custom stuff and i just use a public blender port for porting
oh
so
this project is on hold rn cause porting it is just too slow for my pc
doesnt work well
its way too slow
ive lately been working on a half life project
went through multiple stages originally i just ported a gmod map for city 17
now im working on making a complete alyx version of it
lemme get a pic
mb i forgot
this is the current progress of the alyx remake
a lot of textures to be replaced in the future
and lighting obvi
nice
have you heard of source2viewer?
it's pretty handy
i export the models as they are and then open them with sourceio
in blendr
im using source2viewer for HLA
the issue is just that its too laggy importing the maps from blender to roblox
its too slow
how are you importing them? because i separate the hammer brushes (the basic parts) by materials and the models i import them all in blender and export as fbx
i do that but import is just very slow
prolly my pc thats the issue
but for now it just isnt feasible unless i get someone else to port or upgrade
current progress with different angle
nice
this brings back memories of portal roleplay
yea that's why I wanted to make it
I had the same memories lol
it's just stayed pretty dated and dead if there was a remake like this it'd probably be popular again but it's just a lot of work for one person over making a game like this which is one city I can gradually add to with less expectation cause it'd be custom
and a larger fanbase on roblox
likely to find more devs keen
and again it was hard to import stuff
hello hl2 raytracing
hello
it says hello back
I wouldn't say raytracting tho it's just shiny
tracing*
I'm gonna try and fix the shine on the roof I just want the tiles to shine
satisfactory recreation
CITY 17 PROJECT
this peak
ty
Love it
thanks 🙏🙏
undie this now
this is so fucking cool bro
i love the massive big open areas like these
hope this pops off man
This is beautiful, great work
this been dead a while I should bring it back
alr when i posted tha tlike i had just woken up so i was too tired to say more on it
the portal shit is unfortunately just
canned for a while
cause my pc cant handle all the ports
city 17 is the only one that might return
cause thats mostly just free building
but the ports for pc for portal is just too slow unless i had someone else to handle ports idk if that can ever come back
city 17 or portal 2
when is the uprising
city 17 is the only one i might bring back unless porting is less laggy now idk
i mean the game doesnt have like a set timeline i feel like thjats just limiting for people
considering it isnt like
a faction based game
make it a faction based game
nope
literally zero point
overdone
and larping is corny giving people powertrips
i js wanna make it a game where you can do whatever you want but thats the concept of the game whether or not itll reach that point is up in the air rn im just building it for fun sometimes
add Ai civil protection
its probably not even gonna have combat
im not a scripter i cant do allat
i build
i dont have a team
ill take what i can get
DMs
Was this the thread about the “atlas” one