Aperture Tag: The Paint Gun Testing Initiative

Aperture Tag: The Paint Gun Testing Initiative

 This topic has been pinned, so it's probably important
Vaporizer 6 Aug, 2014 @ 6:25am
Guide: Uploading Hammer maps to the Steam Workshop
Unfortunately there is no standalone application to publish Hammer created maps. However you can still publish your Hammer maps to the Workshop via a workaround that uses the ingame map editor.

Adding a custom thumbnail
Creating the custom thumbnail can be a bit tricky because Portal doesn't seem to like some jpegs. For me it wouldn't accept .jpg files that were made in Adobe Photoshop or Microsoft Paint.

If you have a .jpg that you would like to use, you can test if it will work with the following two steps
1. Start "steamapps\common\portal 2\bin\p2map_publish.exe", click `Add` and browse for your image.
2. If your image shows up (and it is a .jpg) you can skip to step 6. If you get the error "Unable to parse preview image!" you have to do the following steps first. If you are using any other file type than .jpg you also have to do the following steps.

These steps are required if you have a non working .jpg or any other file type image
3. Convert your image to .png using any image editing software if it isn't already.
4. Start "steamapps\common\portal 2\bin\p2map_publish.exe", click `Add` and browse for your .png image and it should show up as the preview image. Call the map "Test", add a random .bsp file and click `Publish`. Don't forget to set it to hidden in the Workshop or remove it after following this guide.
5. Once it is published, select it again and choose `Edit`. Now close p2map_publish and navigate to the folder "steamapps\common\portal 2\bin\p2map_publish". Here you should find your thumbnail in the proper jpg format.

Follow these steps if you already have a proper jpg or you have created it in the previous steps
6. Copy your .jpg image (it should be 555*312) to "steamapps\common\Aperture Tag\portal2\puzzles\<your_id>" and name it "untitled.jpg"
7. Set the file attribute to read-only. Don't forget to remove the file after following this guide.

Publishing the Hammer created map
1. Start Aperture Tag and create a new test chamber.
2. Choose File -> Publish and let it compile until you see the "Publish to Workshop" screen. If you added a custom image you should now see it here.
3. Alt-tab out of the game and navigate to the folder "steamapps\common\Aperture Tag\sdk_content\maps". Search for the .bsp and .vmf files that were just compiled by looking at the modified date. It will be called something like "1407329816".
4. Open up Hammer and load the map you want to publish, save and overwrite the .vmf file from the previous step and recompile your map.
5. Alt-tab back to the game and fill in the name and description for you map and click `Publish Test Chamber`.
6. The map you created in Hammer should now show up in the workshop with the custom thumbnail.
Last edited by Vaporizer; 6 Aug, 2014 @ 6:38am
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Showing 1-15 of 16 comments
_galaxy 6 Aug, 2014 @ 8:15am 
really thanks! in going to create a map right now. Hey, you should upload this to the guides section too :D
cow tools 6 Aug, 2014 @ 8:47am 
Much thanks!
Vaporizer 6 Aug, 2014 @ 10:15am 
I hope it helps! I've also uploaded this to the guides section just now, I might add some images to it later.
| \_/ () 4 Oct, 2014 @ 12:50pm 
My map I want to publish doesn't work. My gun actually. I can shoot paint, but when it reaches a surface it just disappears. I tought I can solve this problem by placing an info_paint_sprayer in the map - didn't work. Made the sprayer start active - nothing again. Can you help me?
_galaxy 4 Oct, 2014 @ 12:52pm 
Are you using the specific instance for the paintgun? otherwise it don't work.
| \_/ () 4 Oct, 2014 @ 12:54pm 
I actually exported a map I made in the puzzlemaker to hammer and changed only 1 or 2 things. I didn't add anything.
| \_/ () 7 Oct, 2014 @ 9:58am 
What does "it should be 555*312" mean?
Vaporizer 7 Oct, 2014 @ 11:16am 
Originally posted by | \_/ ():
What does "it should be 555*312" mean?
Those are the dimensions of the image file, 555 by 312 pixels.
| \_/ () 7 Oct, 2014 @ 11:20am 
At least 555 by 312 or max. 555 by 312?
Or exactly 555 by 312?
Vaporizer 7 Oct, 2014 @ 11:35am 
Originally posted by | \_/ ():
At least 555 by 312 or max. 555 by 312?
Or exactly 555 by 312?
Exactly 555 by 312, anything smaller or bigger can cause problems.
| \_/ () 7 Oct, 2014 @ 11:49am 
Thanks!

Sory for the many questions, but I also don't know what "Set the file attribute to read-only" means. Not that I have problems in english or whatever, I just...idk.
Last edited by | \_/ (); 7 Oct, 2014 @ 11:49am
Vaporizer 7 Oct, 2014 @ 2:20pm 
Originally posted by | \_/ ():
Thanks!

Sory for the many questions, but I also don't know what "Set the file attribute to read-only" means. Not that I have problems in english or whatever, I just...idk.
No problem, I'm happy to help. It means you have to set the file as read-only in the file properties window. http://imgur.com/w4C0lwV
mucusSTfriend 6 Jan, 2015 @ 9:37am 
For the record (Google bots will find this post), this solution works for publishing Thinking with Time Machines maps too.
KorDen 23 Jul, 2015 @ 5:13am 
Experimental patched P2MapPublish that should work (hadn't test it for Aperture Tag)
https://ssl.sky-play.ru/uploads/p2map_publish_280740.exe

You can edit original file with hex editor if you don't trust me - offset 00011A20 bytes 1-4 - there should be integer value 620 (hex 6C 02 00 00), replace it with 280740 (hex A4 48 04 00) for Aperture Tag / 286080 (hex 80 5D 04 00) for TWTM and save

PS: I think that this post's sign should explain anything about trusting my link
Last edited by KorDen; 23 Jul, 2015 @ 5:18am
Chippoka 3 Apr, 2018 @ 4:56pm 
Hi, even after Steam supposedly fixed the P2 Publisher some months back (I am doing Portal 2 maps in Hammer), I still can't get the publisher to upload my maps. I was using the Aperture Tag publisher, but that no longer works. I'm going to try this, but I need to know if there is a way to get the cube maps to upload since they must be created from a running version of the BSP from the console. When I tell the PETI Editor (or equivalent built-in map editor/creator) to "Publish" then would it not create a new BSP from the hammer VMF, thus wiping out my cube maps (in the Custom Packed BSP)? Previously I had been just renaming the desired BSP (for upload) with the number sequence provided by PETI, but it refuses to carry over the cube map information when I alt-tab back and select "Publish" and it, in game, then leaves certain items glowing bright white (no cube map information)." If I hit "publish to workshop" then it won't give me a chance to use VIDE (to pack things) and make the cube maps for the BSP. The only minor work-a-round for getting a default cube map (so certain items are not glowing brightly white) was to get the PETI number sequence (for the map name), and use it for my Hammer VMF map name, compile, then, run cube maps, pack the BSP with VIDE; then run the PETI editor again for the same number name ("Edit" an existing map); swap back in the original Hammer work (of the same number name for the packed BSP). That cleaned up the white oddities, but stripped out my other cube maps (file size decreased by that amount). Any ideas for what I can do?
Last edited by Chippoka; 3 Apr, 2018 @ 5:05pm
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