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Example map demonstrating the basics of gel (propulsion gel, repulsion gel, conversion gel, water) in Portal 2. Includes both source vmf and compiled bsp
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While making this example, I discovered that yes, you can paint light bridges with all 3 gels and wash them off with water but the conversion gel doesnt seem to work as the portal goes straight through them (which is normal for an unpainted lightbridge).
Interesting! That's a shame, I was hoping to make a puzzle where a light bridge extends out of itself using conversion gel.
I made a comment about this on the VDC article talk page, I'd go ahead and reply with what you said there and make any edits to the page accordingly.
msleeper wrote:
Interesting! That's a shame, I was hoping to make a puzzle where a light bridge extends out of itself using conversion gel.I made a comment about this on the VDC article talk page, I'd go ahead and reply with what you said there and make any edits to the page accordingly.
Alvin: Yo dawg, I heard you like hard-light bridges, so we put a hard-light bridge inside a hard-light bridge so you can walk while you-
Leonardo: We have to go deeper!!
.jpg
eviloatmeal wrote:
msleeper wrote:Interesting! That's a shame, I was hoping to make a puzzle where a light bridge extends out of itself using conversion gel.
I made a comment about this on the VDC article talk page, I'd go ahead and reply with what you said there and make any edits to the page accordingly.
Alvin: Yo dawg, I heard you like hard-light bridges, so we put a hard-light bridge inside a hard-light bridge so you can walk while you-
Leonardo: We have to go deeper!!.jpg

hmm, function is there, but gels are invisible... i tried to play with gels too, but they were always invisible. omnicoders map is the first custom map i saw where the gels work like they should. but i got no idea how he did this 
Does the map have lighting? Because if it's fullbright the gels won't show up correctly.
Also, I bet there must be some way to parent a func_brush with the nodraw texture on the light bridge with a func_noportal_volume parented to it. I think that may let you put portals on the lightbridge with conversion gel.
Another Bad Pun wrote:
Does the map have lighting? Because if it's fullbright the gels won't show up correctly.
woohooo!! 
i just changed the lighting in this example map and now i can see the gels on the ground/walls! i can finnally start to use them in my maps!
thank u sooo much 
I am unable to get the gels to show up on the ground in this example. The map has lighting, I do not understand why my compile is so bright.
@jul3z:
Mind telling what you did, exactly?
vmadman wrote:
The map has lighting, I do not understand why my compile is so bright.
Both the gels showing up and your compiled map being very bright point to you not having lit your map properly. You may have lights, but they aren't doing their job. Anyone have a link to a good lighting tutorial?
Post a screenshot and your compile log. Do it in a new thread in the Maps and Modding board though, please!
Thank you for your responses. I understand I need to learn lighting and so forth and I will be sure to post in another forum thread. I only asked here because this example map, as it is, doesnt show gels. His map, not mine, is compiling as fullbright right out of the box.
I was hoping to get the simple solution to fixing this particular map. It has 3 lights already, I only wonder what could have went wrong.
If I have further questions I will post in a new thread. Thanks for you help.
-Luke
It doesn't compile that way for me. Sometimes when you run a map on fullbright the next map you load will be fullbright as well. If you check the VMF there are three light entities near the ceiling of the map.
Are you sure you haven't selected "no lighting" in your compile option, or if you are using Advanced compile, that vrad (the lighting calculator) isn't unselected or missing? Again, post your compile log, that will tell us what is going on.
Also, make sure you haven't disabled the lights visgroup or something silly like that
Nacimota wrote:
It doesn't compile that way for me. Sometimes when you run a map on fullbright the next map you load will be fullbright as well. If you check the VMF there are three light entities near the ceiling of the map.
Thanks for the responses, it turns out Nacimota was exactly right. I left Portal 2 open while I tried different things, compile, test, etc. Previously in that game launch Portal 2 was open on a fullbright map.
After restarting Portal 2 it worked just fine.
Thanks again,
Luke
Example map demonstrating the basics of gel (propulsion gel, repulsion gel, conversion gel, water) in Portal 2. Includes both source vmf and compiled bsp
File Name: vdc_geltypes.zip
File Size: 116.17 KiB
Click here to download Portal 2 Gel Types Example