File Size: 15.11 MB
Downloads: 1851
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Description
An editor for the editor, which allows you to choose your test elements. Includes at least as many new ones as there are originals. Includes HMW's mod and the BEEMOD elements. Note: There's currently an error unless you have this package installed: http://dl.dropbox.com/u/51831059/Portal ... _v5_src.7z . Sorry about that.
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1) 3 missing files to load this program, which i had to google to launch it :
libgcc_s_dw2-1.dll
pdcurses.dll
libstdc++-6.dll
2) I cant use fullscreen mode or at least to make window larger to use this program more comfortable. (default screensize is very small and its hard to see anything there)
3) After i replaced all files and tried to launch portal 2 it crashes without any errors/windows at the start after intro video.
1) Fixed, try downloading again. I forgot that it needed those, I tried to static-link it but I guess it failed.
2) Right-click in the top-left corner of the window and change the defaults, for some reason CMD doesn't like people changing the window size. You'll need to relaunch the program after you do this.
3) That's usually caused by a bad file in the Science directory, although I don't know why it would do that now. Try deleting your editoritems.txt and running it again?
1) working
2) working
3) the problem with crash was definitely because of "broken" editoritems.txt file. I've tried to delete it and let fgemod rebuild it, but game didnt want to start. I solved it asking original editoritems.txt file from my friend, now game works.
I tried to change editoritems.txt with fgemod, game started, but i cant compile in-game any puzzle. Even if i start puzzlemaker, and compile it without adding anything i see an error.
VBSP failed.
Valve Software - vbsp.exe (Aug 27 2012)
2 threads
materialPath: D:\Games\Steam\steamapps\common\Portal 2\portal2\materials
Loading D:/Games/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
Problems:
1) Adds everything, WTF?
2) Should display what items are chosen
3) Once it got to the bottom of the list, it could not open useful_items.test and crashed.
3) Oh, oops, I'm stupid. I didn't pack HMW's entities in the files. Download the Sendificate source code and it will all start working.
1) It adds everything, so you can open a puzzle including faith plates even if they aren't selected. There's no limit on the number of items in the file. The limit is on the palette slots.
2) Did you select any? YOu need to use the arrow keys to browse, then hit SPACE to select one. Selected ones show up with a little star next to their name in the list.
3) Try redownloading. If it could open the file to add the name to the list, something must have happened before it tried to read it later.
EDIT: About the second 3, actually, I think I know what happened. It breaks on the last item of the list if there aren't any selected when it builds, because it needs something to "cover up" the unused items in the first palette slot.
FelixGriffin wrote:
3) Oh, oops, I'm stupid. I didn't pack HMW's entities in the files. Download the Sendificate source code and it will all start working.1) It adds everything, so you can open a puzzle including faith plates even if they aren't selected. There's no limit on the number of items in the file. The limit is on the palette slots.
2) Did you select any? YOu need to use the arrow keys to browse, then hit SPACE to select one. Selected ones show up with a little star next to their name in the list.
3) Try redownloading. If it could open the file to add the name to the list, something must have happened before it tried to read it later.
EDIT: About the second 3, actually, I think I know what happened. It breaks on the last item of the list if there aren't any selected when it builds, because it needs something to "cover up" the unused items in the first palette slot.
Thanks! Also, could you somehow make a custom menu for choreo so that GLaDOS lines can be easily read as what she says? It would be annoying to do, but worth it for people who want the lines (like me)
Also, build errors when I try to run the puzzle.VBSP failed.<br /><br />Valve Software - vbsp.exe (Nov 5 2012)<br />2 threads<br />materialPath: C:\Program Files\Steam\steamapps\common\portal 2\portal2\materials<br />Loading C:/Program Files/Steam/steamapps/common/portal 2/sdk_content\maps/preview.vmf<br />ConVarRef gpu_level doesn't point to an existing ConVar<br />material "effects/physler" not found.<br />Material not found!: EFFECTS/PHYSLER<br />Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
Unfortunately, it's impossible to make custom menus in the editor. Otherwise I'd do it for the choreo and the skybox. I'm not going to do this because it requires the DLC3 hack, but it is possible to edit the timer images to add a bit of text under the ones digit. If you find a way to get that working, I'll gladly add it to the mod. 
About the sendtor stuff: I forgot a few instances, download and install this to fix it: http://dl.dropbox.com/u/51831059/Portal ... _v5_src.7z
FelixGriffin, let's say that i created map using ALL staff from this mod. How can my friend launch my map?
FelixGriffin wrote:
Unfortunately, it's impossible to make custom menus in the editor. Otherwise I'd do it for the choreo and the skybox. I'm not going to do this because it requires the DLC3 hack, but it is possible to edit the timer images to add a bit of text under the ones digit. If you find a way to get that working, I'll gladly add it to the mod.About the sendtor stuff: I forgot a few instances, download and install this to fix it: http://dl.dropbox.com/u/51831059/Portal ... _v5_src.7z
Aw well. Though 2 things:
1) Physler.vtf is missing (you don't see the particle effects in-game)
2) The entry/exit modded doors don't work, and I suggest making the player lose their portalgun if there's a portal gun pedestal on the map (if possible)
Lich God: Some bugs are intentional, although they're all in the Animal King. I wanted it to be an interesting challenge to get it working.
But I'm sure there are a ton that aren't. I'll be away this next week, but I'll work on your list after that.
For your friend to play it, it depends what elements you used. If you have FudgePacker it should auto...wait, I forgot the config files for that. Never mind. If they install this mod everything should work fully, but they can also get the Sendificator to work by downloading from the link I mentioned above, the Combine balls from the BEEMOD page or Skotty's help page, and the vactubes from Skotty's doublesided glass pipes package. The skyboxes are mostly custom, so you'll need this mod for that. The rest should work without any modification.
Portal Fan: Physler.vtf should be in there, I was sure I packed it...? I'll check again. And sorry about the doors. I didn't want to override every single one, so I only changed the elevator. That means that the portal gun will show up in preview mode, but not when it's exported. Try exporting a VMF and building in Hammer to see. Ben said he was working on a way to make the portal gun take away the one that you spawn with, but it didn't work for me. If you have this mod, you spawn without a portalgun when you release. Just put a disabled dual portal device in front of the door to give it to the player right away.
So, I installed the FGEMOD properly (I think) and when I try to launch Portal 2, guess what? The game quits. Even after verifying the game files, I still have the same problem.
Oh, the editoritems.txt file is completely blank. Is there supposed to be something there?
Run the program again, it seems to do that the first time after it's installed. If that doesn't work delete editoritems.txt and run it again. It shouldn't be blank.
Ok, so running the FGEMOD.exe and pressing f1 changed the editoritems.txt file. It now has the model and texture names for the test elements.
Oh, you closed the program before saving? That would explain it, it clears the file at the beginning while it does the little intro.
By the way, if you want to skip the "animated" intro, pass a parameter to the program. It doesn't matter what, it can be anything.
Oh, another question. When I try to run the map in the PTI editor, I get an error message. How do I fix this? I tried validating the files, but that doesn't work. I tried some other things, but I still get an error. 
Umm... I would like an answer ASAP please. I don't understand why the PTI is messed up.
When will the portal redirecting cube be working again? I'd really like to use it in a map!
FelixGriffin wrote:
About the sendtor stuff: I forgot a few instances, download and install this to fix it: http://dl.dropbox.com/u/51831059/Portal ... _v5_src.7z
Umm, well I downloaded that, and I have that problem. It says in-game that the sendtor_manager.vmf file can't be loaded. WTF. I put it in the correct folder (hopefully), and it won't load in the PTI. Help me out, please.

EDIT: I finally got the FGEMOD to work. The sendtor_manager.vmf was in instances/instances/hmw/gadgets, not instances/hmw/gadgets. 
The portal redirection cube will be fixed as soon as I figure out why the global_ents nodraw box became 4096x4096x4096 units.
For now, if you want to use it, open the global_ents file in instances/p2editor and add a instances/portal_redirection_cube/global_ents instance. Be warned: it will flood your console!
Hello. I downloaded both items, then unzipped them. How do I use these files? Where do I copy them?
Please help, Thank you
There should be a README file in there, which contains the instructions. SCIENCE and the EXE file go in portal2_dlc2/scripts, the rest go in INSTANCES iirc.
PLEASE READ, very important
Hello, I downloaded your very neat looking mod today!
I did all that the readme file told me to. But whenever when I am done selecting all of the things I want in the tools pallet, I do not know how to close the window right, so I simply close it by pressing the 'X' button at the top of the window. But right when I do that, a window pops up, saying:
The instruction at "0x100009a23" referenced memory at "0x00981d28". The memory could not be "read".
Click OK to terminate the program
And a different window also pops up at the same time saying that Windows cannot end fgemod.exe
The problem mnost important to me is, when I try to launch Portal 2 it works, until I get to the main menu. RIGHT before it reaches the main menu (when it finished loading), it crashes. It has no error message. If you would please help me, I would appreciate it very much, thank you,
Testchamber Designer, Spamfan
Yes, I think that happens if it doesn't get the chance to close the files before it's killed. Press the F1 key to save the file first, let it save, then press any key to exit.
Thanks for using my mod! I can't wait to see some of your test chambers with it!
Okay, so I did that, and this is what happened:
IT WORKED, IT WORKEDITEOIUHOEWUIHEWOIEW!!!!!!!!!!!!!!!!!!!!
D:D

Thank you so very much!
So, I excitedly started testing a FEW of the new elements (like maybe 5 of them at the most). Once I built the puzzle though, it said error building puzzle. It was the default level size, and relatively few elements. SO why did it not work? Thank you for this cool mod btw : )
Ah, yes, that's my fault. I forgot to include HMW's Sendificator instances with the mod, so it's like the game is missing a piece of the jigsaw puzzle. Download the instances from the OP.
Sorry about that. It'll be fixed in the next release, which also fixes the Animal King, includes a better Sendificator model, and includes an all-new gravity reverser cube from PUNT!
Any chance you might add a GUI to this program at some point? It is a remarkably unhelpful program as right now the text is partially unreadable. A GUI would be most appreciated.
You probably need to change the defaults of your console, the standard ones are really annoying. Right-click the top left corner of the window and increase the width, height, and text size. Then restart the program.
FelixGriffin wrote:
Ah, yes, that's my fault. I forgot to include HMW's Sendificator instances with the mod, so it's like the game is missing a piece of the jigsaw puzzle. Download the instances from the OP.Sorry about that. It'll be fixed in the next release, which also fixes the Animal King, includes a better Sendificator model, and includes an all-new gravity reverser cube from PUNT!
Thanks! 
And, does "OP" mean: Original Post? Thanks! : )
Okay thanks : )
So, I just re-download the original file from the OP, and then change the old instances, with the ones from the new download? (I downloaded the other thing from the OP, but I have no idea what to do with it......) Thanks!
Somewhere in the other file is a folder called instances/hmw/gadgets. Copy the hmw folder into the instances folder in the FGEMOD when you install it. It might ask to overwrite things, say YES.
Thanks! 
I'll tell you the results when they come : ) Oh, and you asked for any suggestions before the new version, and I think that adding catwalks would be pretty cool! 
There is a folder called maps, inside of that is instances_hmw, I am going to copy that folder INTO the instances of the new files in Portal 2 (Steam/Steam Apps/Common/Portal 2, etc.) : ) Thank you
So, I did that. It did not work....... :/
Do I need to save the files again in the FGEMOD Command thingy? Thanks : )
Don't copy the maps folder, copy the one called "hmw" INSIDE that folder.
And you shouldn't need to save again.
I'll start working on catwalks.
AWESOME SAUCE!! (for the catwalks) Thanks, I just re-download both things from the OP, I was going to copy the folder called hmw, which is inside, maps, from the "Sendificate" download from the OP. Except there is no file or folder in the maps folder, of the sendificate, called hmw. However, I DO see two files which are:
sp_hmw_sendificate_assets.txt
and
sp_hmw_sendificate.vmf
(or something like that
)
Should I copy THOSE? Thanks! 
The hmw folder should go in instances, next to things like sot, p2editor and bens_extended_editor. The others aren't necessary unless you want to look at how HMW built his maps, although it's a beautiful example of the Destroyed theme.
FelixGriffin wrote:
...Any suggestions before I finalize the next version?
I repeat, GUI.
So, if a person creates a test (For example, I just made a FGE/PTI map) that uses custom elements, do you have to pack those files in manually or does it do that when the PTI/FGE editor builds the test chamber?
It can if you have FudgePacker and tell it to scan. That isn't built-in at the moment, but I'll distribute it with the next version.
Also, you don't always need to pack anything. If you're using the fire stuff (except the lemons), for example, or the gel-shooting cubes, you don't need to pack because I only used built-in resources.
True, but for example, SoT and Sendificator elements need to be packed. I do have FudgePacker, I just haven't used it yet.
Ah, then, there are (or should be) lists for the Sendificator and HEP included. I have the proper info_nulls in the instances to pack them.
I copied the hmw folder to instances like you said to that other fellow and I still get error building the map.
Go to Portal 2/sdk_content/maps and open preview.log. There should be an error code near the bottom. What does it say?
(Or put "developer 1" in the console and try to build, then read from the screen.)
Nothing stands out to me as an error code in this gigantic notepad, same with trying to build after entering 'developer 1' into the console.
Is this it? :S
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
Somehow the HMW instances weren't installed properly. Go to Portal 2/sdk_content/maps/instances/hmw/gadgets. Is that folder there? If not, put it there.
By hmw I'm assuming you mean instances_hmw that was copied there from portal2_dlc/maps, because gadgets is in the instances_hmw folder. Theres several folders called hmw but none of them have a folder called gadgets in it.
p.s. I may have some files in different spots as when I started posting here since I've reinstalled Portal 2 twice so I can help you out with the mod and then return to the default workshop.
That would be the problem. As I said, you need to have it in that exact path. Copy the "gadgets" folder to instances/hmw.
As soon as the vactubes work. I'm experimenting with all sorts of triggers to cancel out gravity and haven't found a good solution yet. But if I leave gravity in they need to push really fast on horizontal stretches, since the speed can't change based on direction.
Just use some trigger_vphysics_motion with 0 gravity, then have trigger pushes inside them set to push towards a target.
The Sendificator doesn't work correctly.
I have createt a Map with the sendificator and all works at me, but a friend who havn't installed your mod had some problems. The Cube alsways spans in front of Glas or the Portals instead of the end of the laser. We don't figure out why but we think there is something wron packed in the map from your mod. I tried to pack alle thing correctly into the map with pakrat, but still no working for him.
heres the pakratmodified Workshopmap: http://steamcommunity.com/sharedfiles/f ... =118594392
I will soon upload the VMF file to check.
I hope you can fix it somehow.
Hm. Tha's not good.
Does he have the proper scripts? The new versions? Is there an observation room in the map?
I dont think he have new scripts. He only have the old materials of the first released Sendificator Map wich was made by HMW but not the instances, vmfs and so on...
The Map has some Observation rooms, yes.
Hm. He's using a PC, right? (I don't know if steam workshop is even on consoles, but just in case.) Have him install the source code from Sendificate ch0. That should fix it.
That's May Fix it, yes but that doesn't solve the Problem.
I think everyone who haven't installed the Source code will have this Problem.
I want to make my maps for everyone, not only a few who installed some sources 
The next version will integrate with FudgePacker to add the resources to the BSP. For now, try installing FudgePacker and having it scan for missing resources.
Say, Felix...you wouldn't happen to know what this is?
I found it in my portal2_dlc2\puzzles folder.
srs bsnss wrote:
Say, Felix...you wouldn't happen to know what this is?I found it in my portal2_dlc2\puzzles folder.
It's a preview of one of your maps
They're automatically generated and used for the workshop 
That's a pituure of the default sample map. I packed it in to show how to place different elements. It's not a very good puzzle, but if you're having trouble positioning an object check if it's in there.
FelixGriffin wrote:
That's a pituure of the default sample map. I packed it in to show how to place different elements. It's not a very good puzzle, but if you're having trouble positioning an object check if it's in there.
Ah. I was wondering why it was in that folder, because I've never made a map like that.
It all make sense now!
Hi, Felix! I am new to this thread but i have a new idea, Support Beams like in the Underground
Thanks
That sounds interesting, but what do you mean by support beams? The things on the right in this picture?
FelixGriffin wrote:
That sounds interesting, but what do you mean by support beams? The things on the right in this picture?
Yes, or another word for it is Gantry
EDIT: and another idea is the thing in the middle of the picture, the set's of lights.
Seems kind of buggy, but cool. I'll have to play the sample map.
Things that are going wrong: Lemoncube will not drop, just stays in dropper;
Choreo block will not play lines, even if triggered (maybe only certain numbers make it play lines)
And other things.
I'll play the sample map; it might be my mistake.
The lemon cubes - that's a known bug, fixed now.
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.
FelixGriffin wrote:
The lemon cubes - that's a known bug, fixed now.
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.
OK. Thanks!
EDIT: Huge bug: When I have a portal device that shoots blue portals, and your orange auto portals, they are not connected. I'll try the BEE auto portals.
EDIT2:> FuturesParadox wrote:
Hi, Felix! I am new to this thread but i have a new idea, Support Beams like in the Underground
Thanks
FGEMod generates clean maps, so would that work?
BTW, I found a way to make styled FGEMod maps!
About the portals: Yeah, I noticed that in a separate custom map I was making. It worked fine until a while ago, but I don't know what could have changed. It seems that non-equipped weapon_portalguns don't link their portals properly anymore.
And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
FelixGriffin wrote:
About the portals: Yeah, I noticed that in a separate custom map I was making. It worked fine until a while ago, but I don't know what could have changed. It seems that non-equipped weapon_portalguns don't link their portals properly anymore.And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
Cool! I was planning to make a 1950's or whatever with FGEMod items for the Style Changer; I know exactly how to do it, so I can do that until they're all integrated.
FelixGriffin wrote:
Hm. He's using a PC, right? (I don't know if steam workshop is even on consoles, but just in case.) Have him install the source code from Sendificate ch0. That should fix it.
Fix what?
I'm not sure if it actually works in that version, but it's basically one bit of memory. When it gets power (from everything attached at once, as normal) it toggles. When it gets power again it toggles back. Et cetera.
FelixGriffin wrote:
I'm not sure if it actually works in that version, but it's basically one bit of memory. When it gets power (from everything attached at once, as normal) it toggles. When it gets power again it toggles back. Et cetera.
Oh!
Although I'm pretty sure it doesn't work. Oh well.
Hm...are you sending an input to the "Skybox" item at some point? This version doesn't have Start Enabled fixed yet.
I'm a bit confused. When I try to download the files first (the dropbox ones) it asks me how I want to open the file and I can't continue. What program do I open the file on?
Okay. I am so sorry, been gone for a while, but my Portal 2 still doesn't work, but I still want this awesome mod! 
So, would it be okay if we just started over? Sorry, I got confused, then forgot everything by notmtrying to fix it for months. So, basically if you remember the problem is that I can launch my Portal 2, but when I edit levels, I cannot "build" them, and thus cannot test my tests.... (I have your mod downloaded, I'm pretty sure the file transfer went wrong)
What can I do to fix this?
Thanks!
~Test Designer Spamfan 
Okay. Download this file: http://dl.dropbox.com/u/51831059/Portal ... _v7_src.7z
Open it and find the file "sendtor_manager.vmf" (probably under "gadgets"). Copy this file to sdk_content/maps/instances/hmw/gadgets.
See if that fixes the problem.
Thanks for your quick reply : )
I've got the file downloaded, and found the file "sendtor_manager.vmf" which was under the gadgets folder.
Then I went to "Steam\SteamApps\common\portal 2\sdk_content\instances", however, inside of that there is no folder called hmw
Did I look in the wrong place? Thanks, Spamfan
If you don't have the folder, just create it. I thought I had stored some FGEMOD files in there, but apparently I didn't. 
Well now that I went there to make that folder I found a folder called "instances_hmw"
would that be it? I was just gonna make a new folder anyways, but I don't want to mess anything up :p
So, then, is it the "instance_hmw" folder, or do I make a new one called hmw? Thanks
Okay.
I'm sorry man, but I might sound like an idiot...
I got real excited thinking how awesome it will be to get Portal 2 back and all...so, I thought "Gee, this instances_hmw folder has a gadgets folder in it, so it would make sense that I put it in there!" Yup....that was pretty dumb. So I replaced the new file with the old file (it asked me if I wanted to). So now portal 2 won't open...
Haha sorry, I really should've just waited for you to respond, I guess I was just real excited :/
So what should I do now? According to Windows I replaced the file...
Does it crash as soon as the VALVe logo video finishes?
Try running the FGEMOD again, see if that fixes it.
After the VALVe Logo (and it saying powered by source), there is a picture of P-body (and Atlas in the background) right before the main menu would come up. It crashes there.
After checking that I opened up the FGEMOD window. I selected a couple of random things. But I'm forgot how to save what I selected. After I selected some things I closed it and an error message from windows came up saying something along the lines of "the memory could not be read"...
I tried Opening Portal 2 again and the same thing happened as before.
Ah, that's the problem. My "do you want to save?" thing is broken. It's fixed in the BEE2.
Press the F1 key to save and quit. Then restart Portal 2.
Okay!
Thank you! Portal 2 will work again--so we've got that down. Also, the new test elements came into the puzzle maker. So I built a small level to try them out. Sadly though, when I built it, it again said "There was an error building the puzzle. : /
But we're getting there! 
That's probably the Sendificator problem again. Take the file "sendtor_manager.vmf" from the Sendificate source and copy it to instances/hmw/gadgets.
So, what I just did was I went to the download you gave me earlier. Then I found the sendtor_manager.vmf file. I then went back into Portal 2\sdk_content\instances
In there was a folder called instances_hmw
Instead of putting it in there, I created a new folder (inside of instances) called hmw
Inside that folder I again created a new folder, this time called gadgets. After that, I brought the sendtor_manager.vmf file into the gadgets folder. Thus, it was in instances\hmw\Gadgets
However, I am still experiencing the same problem :/
(Does it have to do with the fact that earlier I replaced the sendtor_manager.vmf file with some other one in:
"sdk_content\instances\instances_hmw\gadgets"?
Thanks 
Hm...no, it sounds like you did it perfectly.
Can you go into sdk_content/maps and look at the end of your preview.log file? It'll say the exact error in there.
I went into sdk_content\maps
In there I found a file called preview.log
This is the last paragraph of it:
materialPath: C:\Program Files\Steam\steamapps\common\Portal 2\portal2\materials
Loading C:/Program Files/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not locate GameData file portal2.fgd
Could not open instance file instances/p2editor/fg_editor_mod/elevator_entrance.vmf
(copied from file)
Does that help? : )
Ohhh. That bug.
I'd forgotten about that. It's a conflict between the FGEMOD and Ben's elevators. I tried to fix it and it...didn't work nicely.
Copy the entrance and exit elevator VMFs from instances/p2editor to instances/p2editor/fg_editor_mod and see if it works.
I looked inside of "sdk_content\instances\p2editor".
The only file in there, that was not inside of another folder (such as "fg_editor_mod" and "hmw") was "global_ents.vmf"
Thus I could not find the entrance and exit elevator VMFs inside of instance/p2editor, unless I were to go into the folder within (fg_editor_mod).
How do I validate my cache?
Also, do you think you could tell me your steam name? It would be far easier to troubleshoot this on chat. Thanks! : )
Right-click on Portal 2 in Steam and choose "Properties." Select "Local Content," then click "Verify Integrity of Game Cache." This will check all the files and see if any are missing.
Spamfan wrote:
In case there was a problem with a notification, I commented : )
Oh, haha, sorry. I have page 7 bookmarked right now, so I've been checking that. I didn't see your response because of that : )
: P
Hm. Well, I did what you said, and the window (once completed) basically said it found 260 incorrect files, and fixed or replaced them all. I then ran FGEMOD and used F1 to save (after selecting some stuff). Same message : /
Hey Felix. After the steam chat last night, I did what you told me to. Then I ran FGEMOD and all that, but got the same results...
If you send me a Steam message I'll receive it before I check here. 
Check the log again.
Thanks for making this mod.
A few questions and comments:
Can we please have the source code of your .exe file? It is rather a pain to use the somewhat buggy interface that renders a character by character very slowly, and seeing that it's made in g++ and using ncurses (or pdcurses), I know I can get a much better mileage if I recompile it under cygwin and/or possibly rewrite the interface alltogether.
It would also be nice if it could automatically [when requested to] combine some components under a single palette item, such as the different light panels.
It should not offer for palette-selection those items that make no sense in the palette. I did not check whether it increments the palette slot counter if you select those items, but obviously it shouldn't.
Also, for those items that are already grouped into a single palette entry, allow separation [when requested] into multiple palette items (such as buttons or paint blobs)-- this is done by including a Palette{} structure in the different SubType{} elements of the same item.
Also, give a report and indication of how much room there is remaining in the palette, and how it is laid out. A possibility to reorder the elements would be useful.
The vacuum tubes appear rather buggy, and frankly, unusable. In comparison, Ben's vacuum type, which is a clunky fixed shape and not extensible, appears to work very nicely. And it also identifies the objects, but does not judge them. Could you not cooperate to combine the best features of both implementations?
Let me illustrate what I mean by the means of this short YouTube video: http://youtu.be/aV4GrCpXUdw
It appears that your tube's sucking power is directly proportional to the mass of the item, when it should be inversely proportional. E.g. massive objects, like a cube or the player, are easily sucked up, but light objects like the turrets, just cannot quite be taken.
Even then, the cubes tend to sort of hover and bounce around the entrance for quite a while before they, if ever, find the tube entrance.
Also, can you make the security cameras so that their position can be changed within the cube, like with the laser receivers and emitters?
Hello, Bisqwit!
1) Sure, I'll post it. The character-by-character thing is intentional, since on the old aperturescience.com site (before VALVe took it down) they mentioned that Aperture had never upgraded from monochrome dumb terminals. And you're right, it's compiled with MinGW g++ with PDCurses. NCurses should work fine too.
Here's the source: http://pastebin.com/YnbQig0M
This is actually more current than the compiled binary here, it includes a feature to remember your last palette so you don't need to start from scratch, and a simple way to support styles ($S is replaced by a folder prefix, so instances/$S/instance.vmf would become instances/p2editor/instance.vmf, instances/p2editor_old/instance.vmf, etc.)
2) I tried to combine the light strips, but for some reason it crashed the game. I have no idea why. Those should be combined, you're right.
3) It doesn't, the way the program works is something like this: when the user hits F1, add every item in the list to the editoritems.txt file (so that you can load maps containing items not in your current palette). For each item the user selected, if the string $P is found in the file, assign it a palette position and replace $P with that number. If either of those conditions are not met, put it in the first slot, behind the first selected item. This is why pressing F1 with nothing selected will put a turret in the first slot, it's the last one alphabetically in the list. If you select something without a $P, like the primary observation room, it will be the same as if you didn't select it at all.
4) That's a good idea, and it will be included in the BEE2.
5) Unfortunately that's not possible with the way I wrote the code, but it will be in the redesigned BEE2 as well.
6) Yes, I'm working to fix that. They are pretty much unusable right now, and you seem to have found the bug where a player can't enter a vertical vactube one voxel above the ground.
7) Sure, that would make sense. Do you want to reorient them or just move them around?
Right now I'm working with Ben, August, Carl, and Mevious on the BEE2, which should combine the best features of the Stylechanger, BEEMOD, and FGEMOD. You'll be able to select items for the palette with a GUI, as well as combining and separating items. Unfortunately it seems that it will be Windows-only since it uses C#.
Thanks. Combining the light strip items works without a crash when you do it like this.
1. Include the definition of ITEM_LIGHT_PANEL_WARM, but without the Palette{} structure. This ensures that existing ITEM_LIGHT_PANEL_WARM definitions continue to work in your puzzles.
2. Make the following changes into the definition of ITEM_LIGHT_PANEL:
- ItemClass becomes ItemButtonFloor
- a SubTypeProperty of ButtonType is added into Editor{}
- The SubType{}, without the Palette{}, from ITEM_LIGHT_PANEL_WARM is copied after the existing SubType{} within ITEM_LIGHT_PANEL
- Add a Properties{} structure after the Editor{} structure: ButtonType{ DefaultValue=0, Index=0 }
- In Exporting{}, duplicate the first instance ("0" becomes "0" and "1")
- In Exporting{}, copy the equivalent section from ITEM_LIGHT_PANEL_WARM as "2" and "3".
Done. Now your regular light strips have a "cube type" selection. The first option is a regular light strip, the second option is a warm light strip, and the third one is a dummy-don't-use one.
This worked for me.
It would be lovely if the third option could be the square warm light from HMW's set, but unfortunately it seems that the square warm light has different properties from the lightstrip (such as requiring one backing voxel in the wall) and cannot be combined to that.
For the cameras, just moving them around probably is enough. I don't see a reason to reorient them.
Nice to hear about your progress! I really, really, hope it does not depend on the multi-hundred-megabyte beast that is the .NET framework, which I do not have diskspace for. ... Well, at least if I eventually get the source code, I can port it to C++.
I know how to combine them, but for some reason it didn't quite work. I used the same structure that worked fine for the vactubes, but when I subbed in the instances and models it crashes as soon as I changed the type. You can experiment with the light_strip.test file, if you get it working I'll add it to the BEE2. 
And I think C# always requires .NET, but I've never used it so I don't know. I'll ask Ben.
FelixGriffin wrote:
I know how to combine them, but for some reason it didn't quite work. I used the same structure that worked fine for the vactubes, but when I subbed in the instances and models it crashes as soon as I changed the type. You can experiment with the light_strip.test file, if you get it working I'll add it to the BEE2.
I did, and that's what I was posting about, and I tested it once more now to confirm it works, and here it is. This replaces lightstrip.test and bee_warmlight.test .
Thanks! I'm actually kind of surprised it works without even having the third type in there.
FelixGriffin wrote:
Right now I'm working with Ben, August, Carl, and Mevious on the BEE2, which should combine the best features of the Stylechanger, BEEMOD, and FGEMOD. You'll be able to select items for the palette with a GUI, as well as combining and separating items. Unfortunately it seems that it will be Windows-only since it uses C#.
Will you make console version or will it work under wine?..
Is there any manual how to make your own items?
It should work under WINE, but I'll also update the FGEMOD to use the new item format since it's portable C++.
I don't think there's any sort of manual, but HMW has a description of what all the parts of the editoritems.txt blocks do, and building the item is the same as building an instance.
I used FGEMod twice, selecting the items that I want to appear; both of these times, it saved, and the editoritems.txt does show the changes. However, once in the PTI, it still shows the old BEEMod item palette, including items that I had definitely /not/ selected. 
Hm. That's REALLY weird. Could you check if you have write permission on that file? Also, what did the FGEMOD say right before it closed? (It should be "Done. Press any key to exit." or some such.)
Can you perhaps make a version of the editor that's more graphic (i.e it doesn't run through a console) and also allows you to select whose voice appears in the rooms you create (Cave Johnson, GlaDOS, or silent.)
Breakable glass seems to be rather problematic.
First of all, it's centered in the voxel, contrary to normal glass which is on the edge. This makes it difficult to use it in meaningful ways, such as to form breakable enclosures.
Secondly, the glass appears to be one-sided: You can see the surface from only one side. From the other side, it looks like there is no glass. EDIT: Not true. Just really hard to see depending on lighting conditions.
Thirdly, orientation of the glass seems to be completely random, and varies depending on other elements you have in the puzzle.
Fourthly, whether turrets can break the glass when they shoot at it, appears to depend on unknown factors. It sometimes works from one side only, sometimes from the other.
And fifthly, the glass is not extensible. You can't extend it like you can with the regular glass and with the grating.
Is there a fix to (some of) these problems?
Answers in no particular order:
I'm not able to make the glass extensible, unfortunately, because that's hardcoded into the editor. Carl might have a way, using the modified compiler, so I'll ask him.
The orientation should be fixed (perpindicular to the edge of the handle), but it's completely counterintuitive. I'm making a new editor model.
Good idea, I'll move it to the edge.
Could you post a video of the turret glitch? If I tip a turret and aim it at the glass it will break from either side, so I want to see what other things you have that might affect it.
Tl;dr: I'll fix as many of those as I can. 
The turret glitch was probably caused by having the turret aim too well. Was I was trying was standing in between the panel and the turret. It seems to be a mistaken report by me.
Re: The edge, you'd probably do best by using the same alignment model as is used for fizzlers and for Ben's door, if possible... Btw, Ben's door doesn't block excursion funnels when closed. You probably can efficiently pass this bug report forward. 
I can, that was actually a glitch in the original Portal 2 that made it into the PTI. It was fixed after a couple months with an interesting log (Fixed: tbeams getting in under the door and leeching off your skin). I don't know why, but they didn't make the door become truly solid when closed.
The portal deflector cube... How is that supposed to work? Is it confirmed to work? I can't get it working. It appears just fine, looking like a lens cube with red tesla effects inside, but when I shoot at it, the effect is exactly the same as when shooting at any other cube, i.e. portal won't connect.
What I do see is that when the cube is standing on a floor, and I try to put a portal underneath the cube, the portal is bumped on the floor. This also happens sometimes on the walls. What could there possibly be a use for this effect?
Interestingly, the cube is unaffected by both a laser and a Combine energy ball. It is properly fizzled though.
I don't think the global ents are in the FGEMOD, but the effects are shown in my (unfortunately glitchy) map Forcefields and Cubes. When you shoot a portal at it it deflects the portal. If you play this map you have to cheat and give yourself a portalgun or it will be unbeatable, just a word of warning. FelixGriffin's Contest Entry - Forcefields and Cubes
the actual program is great! i love the whole "loging in to aperture server...done" thing. 
some suggestions though:
1. the actual selection menu is glitchy. as soon as i move up/down, the items all re-load sort of, and then it cuts the directions off. (also the aperture logo) not to mention the top half of the element list itself. i would fix it by removing anything fancy on that screen. (animation-like "print to console" stuff, the aperture logo etc. im only experienced with lua and java though, so idk how hard that would actually be to do or not.
2. as for the directions themselves, i'm confused what each button actually DOES. i know that "D" makes a star next to each element i press it next to, but i don't know what the star means.
3. make it so the program limits 32 items to be put on the editor menu, and let the user know how many selections they have left to make.
Thanks!
1) I'll make a simplified version as well, although scrolling up and down is hard and usually ends up like the list did here.
2) The starred items are "selected." Those ones will be added to the file when you save.
3) I think there's something like that already, I'll have to check the code. I don't remember.
I have a few suggestions that may or may not have been mentioned already:
- Add a way to disable the intro animation/text appearing one letter at a time. It just takes extra time.
- When you're finished selecting items, save that list of items to a file so they can be automatically selected the next time you start the program.
- Have it clear editoritems.txt when you press F1 (right before writing to it) rather than as soon as the program starts.
Great program though!
1) Call the program with a parameter (any parameter) and it will disable the intro. It was frustrating me while I was testing it. 
2) It's in the most recent version, although I just realized I never posted it here. Let me find somewhere I can upload an EXE.
3) Probably a good idea, I'll see if I can do that without restructuring too much.
- That's great; I didn't know that! But one thing: could you please make it so when run like that the text appears all at once rather than one character at a time? It really makes things slower than I imagine they need to be.
2. Cool, I look forward to it.
3. Thanks! I don't see how something like that would require too much restructuring, but I guess you know better than I do because you wrote the program. Speaking of which, how about putting the source code on Github? Then if I see something that could be done better, I could just change it myself and make a pull request. (Or anyone else familiar with programming for that matter.)
Also, I'm having a couple issues that I thought would be worth mentioning.- The "physler" and SoT fizzler don't work correctly. I mean they function, but there's no effect in between the two sides.
- The sendificator shows the effects correctly (the laser pulses) but it doesn't actually teleport the object inside of it.
- Not all of the item dropper's items spawn, and when the dropper is triggered again it drops a new one without fizzling the old one.
- The skybox doesn't work at all. It just appears black. Yes, I am triggering it with a button.
One more thing: do the visible logic gate wall panels (I forgot what they're called, but you should know what I mean) require any additional files to be downloaded by someone playing the map on the Workshop? (like BEEmod's energy pellet) Will any additional files be automatically bspzipped into the map? If someone doesn't have these files, would the map not load at all, or will it just display the ERROR model and/or pink and black checkerboard textures? (That way I could just stick them in a room outside the level.)
Thanks again!
(Also, tile, if you're having the problem I think you are with the list, try creating a shortcut to fgemod.exe, going to the Layout tab in its Properties window, and increasing the width and height dramatically. Like width=160 and height=80 or something.)
I'll work on those, and I'll see about putting the source on Github. I've never used it before.
I completely rewrote the physlers, so hopefully that problem is gone.
With the Sendificator: check the console for errors. Did you wire the Sendificator to a Sendificator Laser?
The logic gates don't require anything extra, they're built entirely out of standard resources.
I found a bug in the dropper that caused that, fixed now.
This does not automatically BSPZIP, but it contains FudgePacker instructions if you have that program. Any errors would show up as checkerboards and ERROR models, or you'd hear Kleiner saying "Oh fiddlesticks, what now?" for a broken sound.
Thanks. I did wire the sendificator to the laser btw. How are the logic gates built out of standard resources? I don't remember seeing the textures for the logic gate icons anywhere in the game.
Also, I checked the download, but it says it was last modified in November. Where can I find the updated version?
I posted source for an updated version a bit ago, I'll post a binary asap.
And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
FelixGriffin wrote:
I posted source for an updated version a bit ago, I'll post a binary asap.And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
Oh okay, that's a pretty good idea. Don't know why I didn't think of that.
Yet another issue I'm having: when I place the GLaDOS choreo box and activate it, nothing happens. Also, how do I know which numbers play which quotes? Never mind; I figured that one out. It wasn't playing because the number I set was too high. You should make it more clear though, so you don't have to manually try each one or look at the instance in Hammer.
Also, I have a suggestion: you should make your vacuum tubes not suck up the player. That almost always causes the player to get stuck, and in most cases is not what you want anyway when designing a puzzle. Maybe even make them controllable by connecting them to a button or something if possible. I know they're made up of many individual instances, and you probably couldn't have disabling one of them disable the whole pipe, but all you'd really need to do is disable the one at the end and possibly a few of the ones next to it. The others would be too far away to matter. Oh, and add 3- and 4-way intersections and pipes that rotate to connect to other pipes. 
I just downloaded all the required files (fgemod from dropbox + hmw_sendificator) and manually added everything on its folder.
keeping stem offline I start fgemod.exe, press enter and then f1 to add everything, but at the end of the process the ap crashes and I cant start Portal2.exe either.
ANy idea?
What should I do to un.install it and return back to a working state?
Thanks
EDIT:
validated portal files and made it work again.
retried fgemod but still not working.
Did you select anything before you hit F1? Looking back at the code I see it will segfault if there isn't at least one item selected. (Use up and down or W/S to browse the list, then hit Space or D or Enter to select each thing you want in the palette.)
If I just press F1 it seems to add everything since I see a long list of stuff being marked as "added".
Problem is that scrolling with A/D and arrows mess up the command line: part of the list scrolls and another part stays still, item descriptions are half-cut, etc.
You need to resize your window, right-click the top left and choose Properties.
And it does "add" every item (so that you can open an old map using items other than the ones in the palette), but it doesn't put them onto your palette.
Here's a map I made which incorporates testing elements from FGEmod (vacuum tubes and cameras), HMWmod (warm light squares) and BEEmod (warm light panels, pneumatic diversity vent, logic gates, triggers, autosaves), and Styles mod to put it all together: http://steamcommunity.com/sharedfiles/f ... =152116064
Additionally, while I was making this map, the editor unexpectedly sported some one-off bug which allowed me to place glass panels in 45 degree tilted orientations (with major glitches). You can find them as a decorating element in two locations.
Incidentally, something or other that I did resulted in the default placement of light panels being in the center of the square. This allows placing three light panels at even spacing within the same square, which you also see used in this map. If you use the adjustment gizmo, you are then forced into the 4 positions, even if you undo it.
Turns out the vacuum tubes, buggy as they might be currently, make for an excellent decorative element. I used them extensively in this map. I also use them as an actual puzzle element towards the end of the map.
Nowadays I have settled into writing my own editoritems.txt files. I have extended the editoritems*.txt files from Stylesmod to include all the items from FGEMOD as dormant elements, and also unified the light panels, and then just enabled/disabled/replaced some elements in the palette where needed. Sometimes I choose some items in the palette, place them in some corner on the map, save, and then change the palette. Even if the items are no longer in the palette, I can take them from that corner in the map, and move and clone them where I want. For instance, that's what I did with the vacuum tubes in this map.
Here's the editoritems.txt that I used for this map: http://pastebin.com/AKRXZVSs
Oh, and I edited the elevator entrance file to avoid Glados talking about new testing elements and lumps of coal. I found her default speech about momentum much more fitting for this map. Similarly I removed the sphere on sphere receptable speech, because it gets annoying when you hear it the third time (and it belongs to the coop campaign anyway).
(Why am I posting this here? Because I thought it would be interesting to see a practical application of those tubes.)
EDIT: Users are reporting me there are big "ERROR" signs in the map where the tubes should be.
Looks cool! I'll try it.
The ERROR models are a known issue, tell them to download the doublesided glass pipes mod or pack those models into the map (they're included in the FGEMOD's /models/props_bts/vactubes...something folder).
I just edited the GLaDOS Choreo Instance featured in FGEMOD and added more lines to it.
I now have 2x 28 Choreo Lines, selcted by "Timer" and "ButtonType"GLaDOS Choreo Lines 1<br />---------------------<br />02 - I hope that was some kind of joke.<br />03 - If you are wondering what that smell is, that is the smell of human fear.<br />04 - Your failure brings back such wonderful memories.<br />05 - Oh. Did I accidentally fizzle that before you could complete the test? I'm sorry.<br />06 - Go ahead and grab another one.<br />07 - Oh. No. I fizzled that one too.<br />08 - Oh well. We have warehouses FULL of the things. Absolutely worthless. I'm happy to get rid of them.<br />09 - Press the button again.<br />10 - You broke it, didn't you?<br />11 - I honestly, TRULY didn't think you'd fall for that.<br />12 - Stop it!<br />13 - The upcoming tests require you to work together as a team.<br />14 - Excellent. You're both doing very well.<br />15 - Are you testing me?<br />16 - Wait here. Don't go anywhere. I'll be back.<br />17 - Now, you are just wasting my time.<br />18 - I am not sure how I can make these tests any easier for you.<br />19 - Well, let's do some tests and see what happens.<br />20 - Try something.<br />21 - You can't give up now.<br />22 - You two aren't lost are you?<br />23 - This test is so outside the box, I can't-- I mean WON'T even tell you what you are looking for.<br />24 - You will know it when you find it.<br />25 - See nothing bad happened.<br />26 - Anything? Take your time.<br />27 - Okay, fine. I'll ask you again in a few decades.<br />28 - Are you expecting applause?<br />29 - Ha ha ha ha ha, good one.<br />30 - Yes. Let's all laugh. Ha. Ha. Ha.<br /><br />GLaDOS Choreo Lines 2<br />---------------------<br />02 - The subtext of that acid pit is acid. The content of the pit is also acid. I'll let you fully absorb it.<br />03 - I'm glad you enjoyed that piece. For as long as you did. Not that there's any rush.<br />04 - You may want to try and avoid those turrets.<br />05 - Now let's continue testing.<br />06 - Only one more test after this.<br />07 - You are making this harder than it needs to be.<br />08 - Hello again, this testing course was originally created for humans.<br />09 - Did you notice I didn't even stay to the end of your last test?<br />10 - I was confident you could finish.<br />11 - Your test times show you are going too slowly.<br />12 - Don't press that button. You don't know what you're doing.<br />13 - Here, let me get that for you.<br />14 - Your failing does not make this science.<br />15 - You're doing a great job of disappointing me.<br />16 - This close and that's what you do?<br />17 - Oh... It's you.<br />18 - Oh, you are kidding me.<br />19 - I hate you so much.<br />20 - Not so fast!<br />21 - You are doing wonderfully.<br />22 - You did it!<br />23 - Excellent.<br />24 - I'm kidding.<br />25 - Surprise!<br />26 - Oops.<br />27 - Excellent work.<br />28 - Good Job.<br />29 - Impressive<br />30 - Well done.<br />
Since the "ButtonType" does allow 3x 28 Choreo Lines, I gonna add
the next 28 as soon as I get my lazy ass to do so... 
I will then upload the files, so that you all can use it in your maps.
I hope Felix Griffin is okay with that. 
Here is medium-difficulty Map featuring some of the choreo lines in several puzzles:
http://steamcommunity.com/sharedfiles/f ... =153132248
Yesterday, i tested the fgemod.
Worked fine, until i tested the special cube dropper,
I puted 10 of them with different numbers in my level.
When i compiled it, and my portal builded the visleaves, it just stopped. Without Error or anything.
My CPu was at 100%, and i tried to closed my portal, but i just even cant open the taskmanager, even Ctrl+alt+entf doesnt worked, then i got a Bluescreen and the cpu was 77? hot (I didnt had openend any other Program, and the temperature became never that high).
I must turned off it Manually via the cabel.
I dont know why, but only when i put 10 of Special dropper in a level with different numbers, my cpu became very hot, my pc completely shutsdown and i get a Bluescreen. This is a little bit crazy
(And i have a very good pc).
But good work, look forward to see more
(Omg my grammar . _. )
i just couldn't get this to work, so eventually i just gave up and deleted usefulstuff.test
PortalCombat wrote:
I just edited the GLaDOS Choreo Instance featured in FGEMOD and added more lines to it.
I now have 2x 28 Choreo Lines, selcted by "Timer" and "ButtonType"
Sounds nice! Can't wait to get to use it. 
By the way, if I include the choreo element in my puzzle, which files do I need to pack with it so that non-FGEmod people can play it as well?
Bisqwit wrote:
Sounds nice! Can't wait to get to use it.
Yeah, as I said: I don't know when I will add the last 28 choreo lines...
It is not that much work, but well - I am so lazy.
Bisqwit wrote:
By the way, if I include the choreo element in my puzzle, which files do I need to pack with it so that non-FGEmod people can play it as well?
You don't have to pack anything yourself. It gets "compiled" into the .bsp by the Editor.
All I use, are .vmf's for the instances, and since they get "added" to your map like normal entities,
you dont have to pack anything yourself. (I think the only thing that has to be packed manually
would be textures, and models (vmt, vtf, .mdl).
Wishlisted: A glass panel with a small spherical window in it.
This would basically be an easier-to-see-through version of the grate barrier with same effective functionality: blocks items and player from being put through, doesn't block portals or lasers.
PortalCombat wrote:
Bisqwit wrote:Sounds nice! Can't wait to get to use it.
Yeah, as I said: I don't know when I will add the last 28 choreo lines...
It is not that much work, but well - I am so lazy.![]()
Can we have the current version please?
I can't seem to get skyboxes working. The skybox walls appear black, and the rest of the level can be seen through it. I am using a button to trigger a skybox. I put five skybox elements in my level, with values ranging from 3 to 7, and a button for each to trigger it. Nothing happens when I push the button.
I see the actual functionality responsible for the skyboxes is in a file called "global_ents_skybox.vmf". What is the mechanism that causes that file to be parses in the first place? What refers to that file? I cannot figure it out.
I am using Stylesmod.
I tried changing elevator_entrance.vmf to include global_ents_skybox.vmf , but that didn't work. I also tried taking the entity from global_ents_skybox.vmf, copying it to the applicable global_ents.vmf (from p2editor_clean), renumbering the "id" to avoid a collision, but that did not work either.
I tried the console command "sv_skyname", but the only skynames that appear to work are "sky_white" and "sky_black_nofog". All others I tried produce errors such as "material "skybox/sky08rt" not found."
Presumably, the same problem also applies to the choreo item (global_ents_choreo). I have not tried it yet.
PortalCombat: send them over and I'll add them.
TheTobbell: No idea, sorry. I've never seen that happen before.
Bisquit: I'm not sure, but I think the style mod overrides skyboxes. And I'll try to add that glass.
FelixGriffin wrote:
TheTobbell: No idea, sorry. I've never seen that happen before.
Hmm okay, this dont happen any more, Dont know why. Its slightly crazy, ^^
but good work 
FelixGriffin wrote:
Bisquit: I'm not sure, but I think the style mod overrides skyboxes.
What can I do to fix that? How does the skybox feature work? As I said I was getting a bit lost on the global_ents things... A little prod to the right direction could help.
Quote:
And I'll try to add that glass.
Thanks.
Were there any console errors when it tried to change the skybox? Try in developer 2.
I had a new idea: if the Stylemod changes the p2editor/global_ents instance, it would do exactly that. You need to have mine. I'm abusing a glitch in the way the name fixup works to block it for that entity (so I can AddOutput to worldspawn instead of InstanceAuto1-worldspawn), which requires a special setup in the global ents.
FelixGriffin wrote:
Were there any console errors when it tried to change the skybox? Try in developer 2.
(39.72) output: (prop_floor_button,bt49556-button) -> (@glados_button,Start)()
(39.72) output: (prop_floor_button,bt49556-button) -> (bt49556-p,Trigger)()
unhandled input: (Start) -> (@glados_button), from (prop_floor_button,bt49556-button); target entity not found
(39.73) input bt49556-button: bt49556-p.Trigger()
(39.73) output: (logic_relay,bt49556-p) -> (bt49556-proxy,OnProxyRelay1)()
(39.73) output: (logic_relay,bt49556-p) -> (bt49556-proxy,OnProxyRelay3)()
(39.73) input bt49556-p: bt49556-proxy.OnProxyRelay1()
(39.73) output: (logic_relay,bt49556-p) -> (skybox45533-proxy,OnProxyRelay1)()
(39.73) input bt49556-p: bt49556-proxy.OnProxyRelay3()
(39.73) output: (logic_relay,bt49556-p) -> (it232679-proxy,OnProxyRelay1)()
(39.73) input bt49556-p: skybox45533-proxy.OnProxyRelay1()
(39.73) output: (logic_relay,bt49556-p) -> (skybox45533-counter,Add)(1)
(39.73) input bt49556-p: it232679-proxy.OnProxyRelay1()
(39.73) output: (logic_relay,bt49556-p) -> (it232679-indicator_on_rl,Trigger)()
(39.73) input bt49556-p: skybox45533-counter.Add(1)
(39.73) input bt49556-p: it232679-indicator_on_rl.Trigger()
(39.73) output: (logic_relay,it232679-indicator_on_rl) -> (it232679-texture_toggle,SetTextureIndex)(1)
(39.73) input it232679-indicator_on_rl: it232679-texture_toggle.SetTextureIndex(1)
(39.77) input bt49556-p: bt49556-p.EnableRefire()
(39.77) input it232679-indicator_on_rl: it232679-indicator_on_rl.EnableRefire()
This.
And occasionally this: generic_actor:@glados:models/editor/axis_helper_thick.mdl has no sequence for act:ACT_IDLE
For the record, I get the @glados_button error from all buttons; it seems unrelated. It probably happened because I have deleted an event responder to make glados a little less verbose in the stylesmod map.
What part of your global_ents do I need? The verbatim file, letter to letter? There's no way to narrow it down and/or to copy the relevant part into the global_ents used by stylesmod? Because the latter is what I tried and it didn't work...
You need the whole thing, but you can copy Stylesmod stuff into it. The button error is from the Stylemod, the ACT_IDLE error is mine but doesn't affect anything.
Sorry! For some reason, while installing fgemod I had neglected to notice the global_ents.vmf file alltogether. This is what I mentioned earlier, when I said I can't find anything referring to global_ents_choreo.vmf and friends.
Still doesn't work though 
(25.18) output: (prop_floor_button,bt9-button) -> (@glados_button,Start)()<br />(25.18) output: (prop_floor_button,bt9-button) -> (bt9-p,Trigger)()<br />unhandled input: (Start) -> (@glados_button), from (prop_floor_button,bt9-button); target entity not found<br />(25.20) input bt9-button: bt9-p.Trigger()<br />(25.20) output: (logic_relay,bt9-p) -> (bt9-proxy,OnProxyRelay1)()<br />(25.20) output: (logic_relay,bt9-p) -> (bt9-proxy,OnProxyRelay3)()<br />(25.20) input bt9-p: bt9-proxy.OnProxyRelay1()<br />(25.20) output: (logic_relay,bt9-p) -> (skybox5-proxy,OnProxyRelay1)()<br />(25.20) input bt9-p: bt9-proxy.OnProxyRelay3()<br />(25.20) output: (logic_relay,bt9-p) -> (it885-proxy,OnProxyRelay1)()<br />(25.20) input bt9-p: skybox5-proxy.OnProxyRelay1()<br />(25.20) output: (logic_relay,bt9-p) -> (skybox5-counter,Add)(1)<br />(25.20) input bt9-p: it885-proxy.OnProxyRelay1()<br />(25.20) output: (logic_relay,bt9-p) -> (it885-indicator_on_rl,Trigger)()<br />(25.20) input bt9-p: skybox5-counter.Add(1)<br />(25.20) output: (math_counter,skybox5-counter) -> (skybox5-input,Trigger)()<br />Removing from action list: (math_counter,skybox5-counter) -> (skybox5-input,Trigger)<br />(25.20) input bt9-p: it885-indicator_on_rl.Trigger()<br />(25.20) output: (logic_relay,it885-indicator_on_rl) -> (it885-texture_toggle,SetTextureIndex)(1)<br />(25.20) input skybox5-counter: skybox5-input.Trigger()<br />(25.20) output: (logic_relay,skybox5-input) -> (@fgemod_skybox,InValue)(3)<br />(25.20) input it885-indicator_on_rl: it885-texture_toggle.SetTextureIndex(1)<br />(25.20) input skybox5-input: @fgemod_skybox.InValue(3)<br />(25.20) output: (logic_case,@fgemod_skybox) -> (InstanceAuto3-global_ents-worldspawn,AddOutput)(skyname sky_black_nofog)<br />(25.20) input skybox5-input: @fgemod_skybox.InValue(3)<br />(25.20) output: (logic_case,@fgemod_skybox) -> (worldspawn,AddOutput)(skyname sky_black_nofog)<br />unhandled input: (AddOutput) -> (InstanceAuto3-global_ents-worldspawn), from (logic_case,@fgemod_skybox); target entity not found<br />(25.20) input @fgemod_skybox: worldspawn.AddOutput(skyname sky_black_nofog)<br />(25.23) input bt9-p: bt9-p.EnableRefire()<br />(25.23) input it885-indicator_on_rl: it885-indicator_on_rl.EnableRefire()<br />(25.23) input skybox5-input: skybox5-input.EnableRefire()(32.15) output: (prop_floor_button,bt14-button) -> (@glados_button,Start)()<br />(32.15) output: (prop_floor_button,bt14-button) -> (bt14-p,Trigger)()<br />unhandled input: (Start) -> (@glados_button), from (prop_floor_button,bt14-button); target entity not found<br />(32.17) input bt14-button: bt14-p.Trigger()<br />(32.17) output: (logic_relay,bt14-p) -> (bt14-proxy,OnProxyRelay1)()<br />(32.17) output: (logic_relay,bt14-p) -> (bt14-proxy,OnProxyRelay3)()<br />(32.17) input bt14-p: bt14-proxy.OnProxyRelay1()<br />(32.17) output: (logic_relay,bt14-p) -> (skybox10-proxy,OnProxyRelay1)()<br />(32.17) input bt14-p: bt14-proxy.OnProxyRelay3()<br />(32.17) output: (logic_relay,bt14-p) -> (it886-proxy,OnProxyRelay1)()<br />(32.17) input bt14-p: skybox10-proxy.OnProxyRelay1()<br />(32.17) output: (logic_relay,bt14-p) -> (skybox10-counter,Add)(1)<br />(32.17) input bt14-p: it886-proxy.OnProxyRelay1()<br />(32.17) output: (logic_relay,bt14-p) -> (it886-indicator_on_rl,Trigger)()<br />(32.17) input bt14-p: skybox10-counter.Add(1)<br />(32.17) output: (math_counter,skybox10-counter) -> (skybox10-input,Trigger)()<br />Removing from action list: (math_counter,skybox10-counter) -> (skybox10-input,Trigger)<br />(32.17) input bt14-p: it886-indicator_on_rl.Trigger()<br />(32.17) output: (logic_relay,it886-indicator_on_rl) -> (it886-texture_toggle,SetTextureIndex)(1)<br />(32.17) input skybox10-counter: skybox10-input.Trigger()<br />(32.17) output: (logic_relay,skybox10-input) -> (@fgemod_skybox,InValue)(4)<br />(32.17) input it886-indicator_on_rl: it886-texture_toggle.SetTextureIndex(1)<br />(32.17) input skybox10-input: @fgemod_skybox.InValue(4)<br />(32.17) output: (logic_case,@fgemod_skybox) -> (InstanceAuto3-global_ents-worldspawn,AddOutput)(skyname dawn_sky)<br />(32.17) input skybox10-input: @fgemod_skybox.InValue(4)<br />(32.17) output: (logic_case,@fgemod_skybox) -> (worldspawn,AddOutput)(skyname dawn_sky)<br />unhandled input: (AddOutput) -> (InstanceAuto3-global_ents-worldspawn), from (logic_case,@fgemod_skybox); target entity not found<br />(32.17) input @fgemod_skybox: worldspawn.AddOutput(skyname dawn_sky)<br />(32.20) input bt14-p: bt14-p.EnableRefire()<br />(32.20) input it886-indicator_on_rl: it886-indicator_on_rl.EnableRefire()<br />(32.20) input skybox10-input: skybox10-input.EnableRefire()(77.63) output: (prop_floor_button,bt17-button) -> (@glados_button,Start)()<br />(77.63) output: (prop_floor_button,bt17-button) -> (bt17-p,Trigger)()<br />unhandled input: (Start) -> (@glados_button), from (prop_floor_button,bt17-button); target entity not found<br />(77.63) input bt17-button: bt17-p.Trigger()<br />(77.63) output: (logic_relay,bt17-p) -> (bt17-proxy,OnProxyRelay1)()<br />(77.63) output: (logic_relay,bt17-p) -> (bt17-proxy,OnProxyRelay3)()<br />(77.63) input bt17-p: bt17-proxy.OnProxyRelay1()<br />(77.63) output: (logic_relay,bt17-p) -> (skybox13-proxy,OnProxyRelay1)()<br />(77.63) input bt17-p: bt17-proxy.OnProxyRelay3()<br />(77.63) output: (logic_relay,bt17-p) -> (it889-proxy,OnProxyRelay1)()<br />(77.63) input bt17-p: skybox13-proxy.OnProxyRelay1()<br />(77.63) output: (logic_relay,bt17-p) -> (skybox13-counter,Add)(1)<br />(77.63) input bt17-p: it889-proxy.OnProxyRelay1()<br />(77.63) output: (logic_relay,bt17-p) -> (it889-indicator_on_rl,Trigger)()<br />(77.63) input bt17-p: skybox13-counter.Add(1)<br />(77.63) output: (math_counter,skybox13-counter) -> (skybox13-input,Trigger)()<br />Removing from action list: (math_counter,skybox13-counter) -> (skybox13-input,Trigger)<br />(77.63) input bt17-p: it889-indicator_on_rl.Trigger()<br />(77.63) output: (logic_relay,it889-indicator_on_rl) -> (it889-texture_toggle,SetTextureIndex)(1)<br />(77.63) input skybox13-counter: skybox13-input.Trigger()<br />(77.63) output: (logic_relay,skybox13-input) -> (@fgemod_skybox,InValue)(7)<br />(77.63) input it889-indicator_on_rl: it889-texture_toggle.SetTextureIndex(1)<br />(77.63) input skybox13-input: @fgemod_skybox.InValue(7)<br />(77.63) output: (logic_case,@fgemod_skybox) -> (InstanceAuto3-global_ents-worldspawn,AddOutput)(skyname sky_day01_04)<br />(77.63) input skybox13-input: @fgemod_skybox.InValue(7)<br />(77.63) output: (logic_case,@fgemod_skybox) -> (worldspawn,AddOutput)(skyname sky_day01_04)<br />unhandled input: (AddOutput) -> (InstanceAuto3-global_ents-worldspawn), from (logic_case,@fgemod_skybox); target entity not found<br />(77.63) input @fgemod_skybox: worldspawn.AddOutput(skyname sky_day01_04)<br />(77.67) input bt17-p: bt17-p.EnableRefire()<br />(77.67) input it889-indicator_on_rl: it889-indicator_on_rl.EnableRefire()<br />(77.67) input skybox13-input: skybox13-input.EnableRefire()<br />Unable to load sky sky_day01_04<br />(78.80) output: (prop_floor_button,bt17-button) -> (bt17-p,FireUser1)()<br />(78.80) input bt17-button: bt17-p.FireUser1()<br />78.80) input bt17-button: bt17-p.FireUser1()<br />(78.80) output: (logic_relay,bt17-p) -> (bt17-proxy,OnProxyRelay2)()<br />(78.80) output: (logic_relay,bt17-p) -> (bt17-proxy,OnProxyRelay4)()<br />(78.80) input bt17-p: bt17-proxy.OnProxyRelay2()<br />(78.80) output: (logic_relay,bt17-p) -> (skybox13-proxy,OnProxyRelay2)()<br />(78.80) input bt17-p: bt17-proxy.OnProxyRelay4()<br />(78.80) output: (logic_relay,bt17-p) -> (it889-proxy,OnProxyRelay2)()<br />(78.80) input bt17-p: skybox13-proxy.OnProxyRelay2()<br />(78.80) output: (logic_relay,bt17-p) -> (skybox13-counter,Subtract)(1)<br />(78.80) input bt17-p: it889-proxy.OnProxyRelay2()<br />(78.80) output: (logic_relay,bt17-p) -> (it889-indicator_off_rl,Trigger)()<br />(78.80) input bt17-p: skybox13-counter.Subtract(1)<br />(78.80) input bt17-p: it889-indicator_off_rl.Trigger()<br />(78.80) output: (logic_relay,it889-indicator_off_rl) -> (it889-texture_toggle,SetTextureIndex)(0)<br />(78.80) input it889-indicator_off_rl: it889-texture_toggle.SetTextureIndex(0)<br />(78.83) input it889-indicator_off_rl: it889-indicator_off_rl.EnableRefire()
And on first invocation of each button:material "skybox/dawn_skyrt" not found.<br />material "skybox/sky_urb01rt" not found.<br />Unable to load sky dawn_sky<br /><br />material "skybox/darkrt" not found.<br />Unable to load sky dark<br /><br />material "skybox/sky08rt" not found.<br />Unable to load sky sky08<br /><br />material "skybox/sky_day01_04rt" not found.<br />Unable to load sky sky_day01_04
EDIT: I did a little gcfscape'ing. No wonder: The skies by those names do not even exist in Portal 2. There are many others, though. However, because for a-reason-I-cannot-figure-out it apparently absolutely demands that there is a sky with "rt" at the end of its name, the only skies from that selection that do work are: sky_white, sky_black, sky_black_nofog, and sky_l4d_c4m1_hdr, which is included in Portal 2 for some reason.
EDIT 2: When I copied the skybox files from "half-life 2 2007 base content.gcf" to portal2_dlc2/materials/skybox/ , I got a skyox called "sky_day01_04_hdr" working. "sky_day01_04" is still a no-go: it produces magenta-black grid patterns. However, "working" is here an odd word to use. When the skybox is selected, all the walls from the stage seem to disappear (sky fills almost all of the screen), and you can hardly even see the floor.
That's an error caused by the Sky shader, VALVe broke it. I used modified skies which didn't seem to be installed. Sorry.
When i make a map, cant i test it and i cant post it on steam? i think that i dont have good installed or something, is it a problem that i have installed the bee mod before? Idk how to uninstall. help? please make a video tutorual? than can i see how to setup.
-SjorsMaster
I'm sorry, I can't quite understand what you're saying. If you want to uninstall the mod, just validate your game cache. If you want to install it but don't think it worked, I'm making an installer EXE for the next version.
There is a trigger which detects the presence of a player within its area, but is there a similar one for objects, such as cubes and spheres? It would help detecting certain player-has-trapped-themselves situations.
P.S. Confirmed the choreo box works now that I used the proper global_ents.vmf file. What is the purpose of the .vmx files though?
Those are Hammer backups. Every time you save, the process goes something like this:
Player selects "Save" for map "sample.vmf"
Delete "sample.vmx"
Rename "sample.vmf" to "sample.vmx"
Save as "sample.vmf
So if anything goes wrong while saving, you can rename the VMX back and not lose your map.
And there isn't a cube-only trigger, but it would be easy to make. The trick is, how would the player select what should trigger it? I suppose I could have three items (player-only, cube-only, turret-only), but it would clutter the palette a bit.
FelixGriffin wrote:
[vmx files] Those are Hammer backups.
Allright, so they do not really need to be in a distribution package, and to be saved on the harddisks of everyone who gets a copy of one's mod... Would you agree? 
FelixGriffin wrote:
And there isn't a cube-only trigger, but it would be easy to make. The trick is, how would the player select what should trigger it? I suppose I could have three items (player-only, cube-only, turret-only), but it would clutter the palette a bit.
The palette is not really cluttered that much if you have the selection as a button type. And since there's already Ben's player-triggered "trigger once / trigger multiple / autosave", this one might have the following three options:
"Trigger cube": Triggers on any non-sphere cubes, including the ancient cube and the various modified cubes.
"Trigger sphere": Triggers on the edgeless safety cube only.
"Trigger any non-player object": Triggers on turrets, cubes, spheres, cameras...
I believe these three choices (lacking more options than three) would allow maximal liberty in distinguishing the circumstances within the puzzle.
Another possibility would be that one option detects Camera, Sphere, Frankencube and Regular cube; second option detects Companion, Sphere, Turret and Regular cube, and third option detects Lens cube, Frankencube, Turret and Regular cube. Logic-savvy people could distinguish all these seven objects by observing which combination of triggers is fired, but it might be annoying to use for everyone. Or the filter type might be configured with a button timer (integer) but those are somewhat awkward to use and cost more at runtime.
I think also that it should be done only as a "multiple" trigger type (i.e. on and off signals), so it can be reused. If an "once" functionality is needed, the map designer can make a latch out of a laser loop in order to get an uninterrupted signal once the trigger is first hit.
Would that be doable? Unfortunately I don't have the expertise for that...
Oh, one more thing: There is really often a need to ensure an initial orientation for a lens cube while also having the lens cube respawn if destroyed. I have tried numerous contraptions to ensure an initial orientation for a cube, the funniest one being a random bounce-o-matic that keeps bouncing the cube with faith plates, back and forth, until its laser beam hits a receiver in a right position, and then it is transferred down with a funnel. None worked adequately.
Is it possible to create a sort of filter trigger that automatically reorients a cube to a certain predefined angle (set in the editor much like the turret angles are) when it passes through it? This way you could have a dropper in ceiling, and the filter on floor, to ensure that when the cube is dropped (the first or any subsequential time), it is oriented just as if there was no dropper to begin with. It might need an "enable" input signal so that it does not prevent the player reorienting the cube when they are picking it up in the area of the filter (or just disable the filter whenever the player clips with its area). Another neat way of implementing this would be to teleport the cube already-oriented to its target location, possibly accompanied with a particle effect. This would dodge the clumsy looking physics problem when the cube does not bounce upon falling.
I realize this problem does not exist in Hammer, where you can tie a cube dropper's initial drop to the destruction event of a named cube, but...
Okay, I kind of grew bored of waiting for PortalCombat to deliver, so I created a shell script that generates a replacement for the entities in global_ents_choreo.vmf . This is not yet the 3*28 promised by PortalCombat, but it is 40. It is also rather easy to edit this. You only need to edit the lines that begin with "scene" and a number near the top of the file and rerun the script as explained below.
To use, run this script (in a standard unix shell): ./make_scenes.sh > tmptmp.txt
If you don't have a Linux system or a Cygwin/MSYS shell, use jslinux... (This suggestion in half-jest)
Then edit and replace all "entities" in global_ents_choreo.vmf with the outcome of the script (once).
Or download the outcome here (if you are not interested in editing it): http://bisqwit.iki.fi/kala/global_ents_choreo.vmf
To use the B and C sets of dialog lines, copy the choreo.vmf file into choreo_b.vmf and choreo_c.vmf, where you replace @fgemod_choreo with @fgemod_choreo_b and @fgemod_choreo_c respectively.
```
!/bin/sh
#
esc="echo -e "\033""
make_scenes()
{
func="$1"
shift
other="$"
scene()
{
$func $1 $2 $3 $other
}
scene 3 A COOP_LAUGH01 # Hahahaha.
scene 4 A botcoop_intro05 # Good.
scene 5 A gladosbattle_xfer07 # No!
scene 6 A gladosbattle_xfer10 # (Extatic) Yes!
scene 7 A mp_credits17 # Cryptic.
scene 8 A mp_credits32 # Cheater.
scene 9 A testchambermisc41 # Surprise.
scene 10 A sp_incinerator_01_03 # There it is.
scene 11 A sp_incinerator_01_04 # Hold on.
scene 12 A sp_incinerator_01_05 # There. (Done)
scene 13 A sp_catapult_fling_sphere_peek_failureone03 # There. Try it now.
scene 14 A sp_catapult_fling_sphere_peek_failuretwo03 # Try it now.
scene 15 A sp_laser_over_goo_entry01 # One moment!
scene 16 A botcoop_artifactone05 # The end.
scene 17 A botcoop_artifactone06 # The end?
scene 18 A gladosbattle_xfer14 # Not so fast.
scene 19 A mp_credits13 # Incoherent.
scene 3 B anti_taunt01 # Stop it!
scene 4 B sp_sabotage_glados_confused04 # (Agitated) What are you doing!?
scene 5 B mp_coop_catapult_wall_introdeath01 # Your failure brings back such wonderful memories.
scene 6 B mp_death06 # If at first you don't succeed, fail five more times.
scene 7 B mp_death08 # If I made these tests any easier, they wouldn't be tests.
scene 8 B taunt_rockpaperscissors01 # I defy you to tell me there's a purpose to what you are doing.
scene 9 B mp_credits16 # Chronically late.
scene 10 B mp_credits38 # Ignores test at hand... Mwawawa. Won't for long.
scene 11 B mp_credits43 # Ignores directions.
scene 12 B mp_coop_catapult_wall_intro04 # This isn't science.
scene 13 B coop_privatetalk_both01 # Test chamber completed. (Random numbers)
scene 14 B coop_privatetalk_both04 # Test chamber completed. (Random fruits)
scene 15 B sp_unassisted_angle_fling_entry01 # This next testbang... is...bang Dangerous-I'll-be-right-back.
scene 16 B testchambermisc12 # Waddle over to the elevator and we'll continue testing.
scene 17 B testchambermisc35 # I made it all up.
scene 3 C mp_credits61 # Startles easily. Boo*
scene 4 C coop_test_chamber_both01 # (Emphasizes how the test is deathly if teamwork does not work.)
scene 5 C sp_shoot_through_wall_entry01 # (Softly) You know, I'm not supposed to do this, but you can shoot some..thing, through the blue bridges.
scene 6 C sp_shoot_through_wall_completion01 # (Softly) Did my hint help? It did, didn't it? You know, if any of our supervisors had been immune to neurotoxin, they'd be furious with us right now.
scene 7 C sp_turret_intro_entry01 # (Softly) (underhanded hint about turrets firing real bullets)
scene 8 C botcoop_artifactone_hub08 # Well, let's do some testing to see what happens.
scene 9 C coop_test_chamber_oneplayer37 # You have gift for these tests. That's not flattery. It is a fact.
scene 10 C coop_test_chamber_both08 # (You come off as a team, thanks to the one who does all work.)
}
id=50
make_entities()
{
fn="scenes/npc/glados/$3".vcd
choreo_name=choreo_"$1""$2""$3"
id=$((id+1))
cat <<EOF
entity
{
"id" "$id"
"classname" "logic_choreographed_scene"
"busyactor" "1"
"onplayerdeath" "0"
"SceneFile" "$fn"
"targetname" "$choreo_name"
connections
{
"OnStart" "!self${esc}Resume${esc}${esc}0.2${esc}-1"
"OnStart" "!self${esc}Pause${esc}${esc}0${esc}-1"
"OnStart" "@ding_on${esc}Start${esc}${esc}0${esc}-1"
"OnCompletion" "@ding_off${esc}Start${esc}${esc}0${esc}-1"
}
"origin" "-32 64 -64"
editor
{
"color" "0 0 255"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 0]"
}
}
EOF
}
make_event_responder()
{
id=$((id+1))
cat <<EOF
entity
{
"id" "$id"
"classname" "logic_case"
EOF
make_cases()
{
if [ "$2" = "$4" ]; then
n=$1
printf "\t\"Case%02d\" \"%d\"\n" $((n-2)) $n
fi
}
make_scenes make_cases $1
echo -e "\t\"targetname\" \"$2\""
echo -e "\tconnections"
echo -e "\t{"
make_cases()
{
if [ "$2" = "$4" ]; then
n=$1
printf "\t\t\"OnCase%02d\" \"choreo_%d_%s_%s%sStart%s%s0%s-1\"\n" $((n-2)) $n $2 $3 "$esc" "$esc" "$esc" "$esc"
fi
}
make_scenes make_cases $1
cat <<EOF
}
"origin" "64 -64 -64"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 1500]"
}
}
EOF
}
make_scenes make_entities
make_event_responder A "@fgemod_choreo"
make_event_responder B "@fgemod_choreo_b"
make_event_responder C "@fgemod_choreo_c"
<br /><br />Similarly, replace the contents of science/fg_choreo.test with this:<br /><br />
FG Choreo
Makes GLaDOS play a line when triggered. Select the line using the button-timer-thingy.
"Item"
{
"ItemClass" "ItemButtonFloor"
"Type" "ITEM_CHOREO"
"Editor"
{
"SubTypeProperty" "ButtonType"
"SubType"
{
"Name" "Choreo Box: A"
"Model"
{
"ModelName" "choreo.3ds"
"TextureName" "buttonpedestal.png"
}
"Palette"
{
"Tooltip" "GLADOS CHOREO BOX"
"Image" "palette/choreo.png"
"Position" "$P"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceOther"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandOther"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseOther"
"SOUND_DELETED" "P2Editor.RemoveOther"
}
}
"SubType"
{
"Name" "Choreo Box: B"
"Model"
{
"ModelName" "choreo.3ds"
"TextureName" "buttonpedestal.png"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceOther"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandOther"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseOther"
"SOUND_DELETED" "P2Editor.RemoveOther"
}
}
"SubType"
{
"Name" "Choreo Box: C"
"Model"
{
"ModelName" "choreo.3ds"
"TextureName" "buttonpedestal.png"
}
"Sounds"
{
"SOUND_CREATED" "P2Editor.PlaceOther"
"SOUND_EDITING_ACTIVATE" "P2Editor.ExpandOther"
"SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseOther"
"SOUND_DELETED" "P2Editor.RemoveOther"
}
}
"MovementHandle" "HANDLE_NONE"
"OccupiesVoxel" "0"
"CanAnchorOnBarriers" "1"
"CanAnchorOnGoo" "1"
}
"Properties"
{
"TimerDelay"
{
"DefaultValue" "3"
"Index" "1"
}
"TimerSound"
{
"DefaultValue" "0"
"Index" "2"
}
"ButtonType"
{
"DefaultValue" "0"
"Index" "0"
}
}
"Exporting"
{
"Instances"
{
"0"
{
"Name" "instances/p2editor/fg_editor_mod/choreo.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
"1"
{
"Name" "instances/p2editor/fg_editor_mod/choreo.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
"2"
{
"Name" "instances/p2editor/fg_editor_mod/choreo_b.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
"3"
{
"Name" "instances/p2editor/fg_editor_mod/choreo_b.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
"4"
{
"Name" "instances/p2editor/fg_editor_mod/choreo_c.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
"5"
{
"Name" "instances/p2editor/fg_editor_mod/choreo_c.vmf"
"EntityCount" "2"
"BrushCount" "0"
"BrushSideCount" "0"
}
}
"TargetName" "choreo"
"Inputs"
{
"CONNECTION_STANDARD"
{
"Activate" "instance:input;Trigger"
"Deactivate" "instance:input;Enable"
}
}
"ConnectionPoints"
{
// outside voxel
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 6 0"
"SignageOffset" "-2 7 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 4 0"
"SignageOffset" "-2 5 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 2 0"
"SignageOffset" "-2 3 0"
"Priority" "0"
"GroupID" "0"
}
"Point"
{
"Dir" "1 0 0"
"Pos" "-1 0 0"
"SignageOffset" "-2 1 0"
"Priority" "0"
"GroupID" "0"
}
// sides
"Point"
{
"Dir" "0 1 0"
"Pos" "0 -1 0"
"SignageOffset" "1 -2 0"
"Priority" "1"
"GroupID" "1"
}
"Point"
{
"Dir" "0 -1 0"
"Pos" "0 8 0"
"SignageOffset" "1 9 0"
"Priority" "1"
"GroupID" "2"
}
// inside voxel
"Point"
{
"Dir" "-1 0 0"
"Pos" "2 6 0"
"SignageOffset" "3 7 0"
"Priority" "2"
"GroupID" "3"
}
"Point"
{
"Dir" "-1 0 0"
"Pos" "2 4 0"
"SignageOffset" "3 5 0"
"Priority" "2"
"GroupID" "3"
}
"Point"
{
"Dir" "-1 0 0"
"Pos" "2 2 0"
"SignageOffset" "3 3 0"
"Priority" "2"
"GroupID" "3"
}
"Point"
{
"Dir" "-1 0 0"
"Pos" "2 0 0"
"SignageOffset" "3 1 0"
"Priority" "2"
"GroupID" "3"
}
}
"Offset" "64 64 64"
}
}
```
Bisqwit wrote:
Okay, I kind of grew bored of waiting for PortalCombat to deliver
... totally forgot about the GLaDOS Chroeo lines... wasn't playing Portal 2 the last days at all.
But it seems like you got your own thing working - nice! 
About the triggers: but I would also need the once/multiple selection, or a way to disable the triggers.
FelixGriffin wrote:
About the triggers: but I would also need the once/multiple selection, or a way to disable the triggers.
The on/off trigger can always be connected to sufficient logic elements that do the job.
To convert a multiple-trigger into an once-trigger (enable once, disable never):
Connect the trigger into an OR gate. Connect the OR gate into laser emitter that starts disabled, pointed towards a laser receiver. Connect the laser receiver into the OR gate. Connect the laser receiver into the action element.
To disable a trigger:
Connect the input that disables the trigger into the action element (possibly NOTting it beforehand), along with the trigger's signal. Both inputs must be enabled for the action to get signal; the trigger alone won't do anything.
Combination -- to convert a multiple-trigger into another type of once-trigger (enable once, immediately disable, and never enable again):
Connect the trigger into the action element. Connect the trigger also into an OR gate. Connect the OR gate into laser emitter #1 that starts disabled. Point emitter #1 towards laser receiver #1. Connect receiver #1 into OR gate.
Connect receiver #1 into laser emitter #2 that starts enabled. Point emitter #2 towards laser receiver #2. Connect receiver #2 into action element.
(You can create an OR gate from two laser emitters aimed at a single laser relay.)
Illustrations:
![]()
(I'm not using BEEMOD's NOT gates, because they're buggy. For example, try connecting a NOT gate into an angled panel configured at 90 degrees. Look at what it did to the panel. The OR and AND gates work just fine.)
There's also a monostable in the FGEMOD that's a less-expensive way of making a trigger_once. 
But yeah, I was thinking about being able to run antlines back into the trigger to enable/disable it. But that would cause some strange problems: if you connect a logic gate to a trigger, which is supposed to be the input and which is supposed to be the output?
FelixGriffin wrote:
There's also a monostable in the FGEMOD that's a less-expensive way of making a trigger_once.
Ah. I have not yet studied how the fg-logic elements work.
Quote:
But yeah, I was thinking about being able to run antlines back into the trigger to enable/disable it. But that would cause some strange problems: if you connect a logic gate to a trigger, which is supposed to be the input and which is supposed to be the output?
Well, if you wanted to do that, you could do what the logic elements themselves do: Distinguish connections into them and connections from them. I.e. the order in which the connection is established.
Btw, how's the circular-window glass panel going? I'm trying to make it myself, but I can't quite figure out how the system works. For example, how to copy the thing from sp_a1_intro6.bsp . Hammer isn't even starting for me; not that I even know how to use it, or whether it is relevant to the solution or not. In gcfscape I see there are several vmt and vtf files in materials/glass/ , but I have no way of knowing what they all are. I am also inspecting your breakglass.vmf, but I have no idea why it includes so many textures and what's the purpose of all that.
EDIT: Here's my attempt. To use, replace breakglass.vmf with this. http://bisqwit.iki.fi/kala/ptal2/glassp ... le_wip.vmf
It is rather crude so far (but works). I don't know how to do stuff.

One particular problem is that the hole-carving process created a lot of internal edges in the glass. It is not seen well in the screenshot, but it looks a bit shattered as a consequence. I don't know how to fix it.
EDIT (3 hours later): I think I'm done. The hole is a little smaller than in the in-game model (I just wanted to make sure you can't pull a cube through*), but it looks nice and works fine.

Now the only thing that remains is to use ButtonType to make this an alternative to the breakable glass.
*) In coop, this cannot be avoided. Read [1] for details.
EDIT: Two hours later, the hole is now bigger. I made it so that one can choose whether to use the smaller or the larger hole in the glass panel.

Associated files:
PLease make a setup video, or ill will make a video whats going wrong at me.
Or make a installer please

Bisquit: Wow, did you make that with brushwork?! There's a model for that that will make it much easier, which you can use with a phys_convert if you want the glass tobe breakable.
Sjors: What happens when you try to use it? Does the console window show up correctly?
FelixGriffin wrote:
Bisquit: Wow, did you make that with brushwork?! There's a model for that that will make it much easier, which you can use with a phys_convert if you want the glass tobe breakable.
Couldn't find the model, so I made it from primitives.
I began by making a glass panel in puzzlemaker, saving and building, and then taking the vmf file for the entire chamber in Hammer and deleting everything but the glass panel (which involved a lot of clicking and hitting "Delete", as I have not yet figured out how to select regions). Then I edited the panel.
(The puzzlemaker constructs glass panels from a dozen or so different vmf files, and I couldn't figure out myself how to combined them into a working and tidy glass panel, so I let the editor do the job.)
As a consequence, it is crafted exactly from the same pattern of styles as the other standard glass panels, which is good.
And as I said earlier, unreleased = doesn't exist, and I haven't seen anyone releasing this item before, so I had to do it myself.
As for the glass being breakable, it would involve the plastic ring becoming a physics object and dropping to the ground, which might be difficult to handle... And is not quite the point of this object.
There's an entity called phys_convert to do exactly that for you, it causes an arbitrary object to become physically simulated at some point. There's an instance somewhere in the Other Files section here for a glass panel with a hole also, I think Jose made it a while ago. They're really annoying to build by hand, as I'm sure you know by now.
Thanks for the tip about phys_convert.
FelixGriffin wrote:
There's an instance somewhere in the Other Files section here for a glass panel with a hole also, I think Jose made it a while ago.
And you never mentioned this to me when I wishlisted the object...
FelixGriffin wrote:
They're really annoying to build by hand, as I'm sure you know by now.
Actually if you don't count the fact that anything is annoying with Hammer, it wasn't that particularly difficult. Mind you, this was the first thing I have ever done with Hammer, so most of the time elapsed was spent in learning and unrelated pursuits.
PLease help me:
Heres a video,
WARRING! THE SOUNDS GOING NOT CORRECTLY! I have a bad recorder.
http://www.youtube.com/watch?v=GE5SZgNjPY0&feature=youtu.be
http://www.youtube.com/watch?v=GE5SZgNj ... e=youtu.be
So you get an error when building the puzzle. What messages are there in the developer console?
Thanks for the video! I see the problems now.
1) Your console window is too small, I assumed everyone would have resized it for something else before using my mod. The easiest way to do this is to open a command prompt window normally, type "wmic" without the quotes, press enter, then press the Maximize button in the top right of the window. Then close it and try to run the FGEMOD again. It works a LOT better with a big window. 
2) This is the infamous Sendificator Bug again. You need to download this package: HMW's Source
Open it with 7Zip, then find the folder inside it called maps/instances_hmw/gadgets. Copy this folder to maps/instances/hmw/gadgets (note the slash between instances and hmw!) and try to build your test again.
Hopefully it will work for you after this. 
I have updated the choreography line list again.
- http://bisqwit.iki.fi/kala/ptal2/global_ents_choreo.vmf
- http://bisqwit.iki.fi/kala/ptal2/choreo.vmf
- http://bisqwit.iki.fi/kala/ptal2/choreo_b.vmf
- http://bisqwit.iki.fi/kala/ptal2/choreo_c.vmf
- http://bisqwit.iki.fi/kala/ptal2/make_scenes.sh (Generator script, if you want to edit the selection)
The list of lines: scene 3 A coop_laugh01 # Hahahaha.<br /> scene 4 A botcoop_intro05 # Good.<br /> scene 5 A gladosbattle_xfer07 # No!<br /> scene 6 A gladosbattle_xfer10 # (Extatic) Yes!<br /> scene 7 A mp_credits17 # Cryptic.<br /> scene 8 A mp_credits32 # Cheater.<br /> scene 9 A testchambermisc41 # Surprise.<br /> scene 10 A sp_incinerator_01_03 # There it is.<br /> scene 11 A sp_incinerator_01_04 # Hold on.<br /> scene 12 A sp_incinerator_01_05 # There. (Done)<br /> scene 13 A sp_catapult_fling_sphere_peek_failureone03 # There. Try it now.<br /> scene 14 A sp_catapult_fling_sphere_peek_failuretwo03 # Try it now.<br /> scene 15 A sp_laser_over_goo_entry01 # One moment!<br /> scene 16 A botcoop_artifactone05 # The end.<br /> scene 17 A botcoop_artifactone06 # The end?<br /> scene 18 A gladosbattle_xfer14 # Not so fast.<br /> scene 19 A mp_credits13 # Incoherent.<br /> scene 20 A sp_sphere_2nd_encounter_malfucntion02 # Miss you.<br /> scene 21 A mp_death26 # Was that necessary?<br /> scene 22 A mp_coop_wall_5end01 # Excellent.<br /> scene 23 A mp_coop_doors05a # Excellent. (Slightly lower pitch.)<br /> scene 24 A mp_coop_doors01a # Excellent work.<br /> scene 25 A mp_coop_doors04 # Excellent work. (Slightly lower pitch.)<br /> scene 26 A mp_coop_doors04a # You're doing wonderfully.<br /> scene 27 A mp_coop_tbeam_catch_grind_1taunt02 # You don't need to do that.<br /> scene 28 A mp_coop_paint_longjump_intro08 # You did it!<br /><br /><br /> scene 3 B anti_taunt01 # Stop it!<br /> scene 4 B sp_sabotage_glados_confused04 # (Agitated) What are you doing!?<br /> scene 5 B mp_coop_catapult_wall_introdeath01 # Your failure brings back such wonderful memories.<br /> scene 6 B mp_death06 # If at first you don't succeed, fail five more times.<br /> scene 7 B mp_death08 # If I made these tests any easier, they wouldn't be tests.<br /> scene 8 B taunt_rockpaperscissors01 # I defy you to tell me there's a purpose to what you are doing.<br /> scene 9 B mp_hubreturn04 # If at first you don't succeed, quit and try another course.<br /> scene 10 B mp_credits38 # Ignores test at hand... Mwawawa. Won't for long.<br /> scene 11 B mp_credits43 # Ignores directions.<br /> scene 12 B mp_coop_catapult_wall_intro04 # This isn't science.<br /> scene 13 B coop_privatetalk_both01 # Test chamber completed. (Random numbers)<br /> scene 14 B coop_privatetalk_both04 # Test chamber completed. (Random fruits)<br /> scene 15 B sp_unassisted_angle_fling_entry01 # This next test*bang*... is...*bang* Dangerous-I'll-be-right-back.<br /> scene 16 B testchambermisc12 # Waddle over to the elevator and we'll continue testing.<br /> scene 17 B testchambermisc35 # I made it all up.<br /> scene 18 B sp_a2_future_starter01 # If you think trapping yourself is going to make me stop testing, you're sorely mistaken. Here's another cube.<br /> scene 19 B sp_a2_pit_flings_future_starter01 # Uh-oh. You're stranded. Let's see if the cube will help you escape. Actually, so that we're not here all the day, I'll just cut to the chase. It won't. Any feelings you think it has for you are simply byproducts of your sad, empty life.<br /> scene 20 B sp_a2_pit_flings_future_starter02 # Anyway. Here's a new cube, for you to project your deranged loneliness onto.<br /> scene 21 B announcer/testchamber11 # (Announcer) You have trapped yourself. Congratulations. The exit door is now open.<br /> scene 22 B announcer/wakeup_powerup02 # (Announcer) Powerup complete.<br /> scene 23 B taunt_small_wave_portalgun02 # Not. Paying. Attention.<br /> scene 24 B taunt_trickfire_handstand01 # Now you are thinking with stupidity.<br /> scene 25 B taunt_trickfire_handstand01 # Now you are just not thinking.<br /> scene 26 B sp_column_blocker_entry01 # It's healthy for you to have other friends. Look for qualities in people that I obviously lack.<br /> scene 27 B mp_credits16 # Chronically late.<br /> scene 28 B mp_coop_wall_5end02 # See? Nothing bad happened.<br /> scene 29 B mp_coop_startend02 # Now let's continue testing.<br /> scene 30 B mp_coop_paint_walljumps04 # (Fake happy) Congratulations on passing that test.<br /><br /> scene 3 C mp_credits61 # Startles easily. *Boo*<br /> scene 4 C coop_test_chamber_both01 # (Emphasizes how the test is deathly if teamwork does not work.)<br /> scene 5 C sp_shoot_through_wall_entry01 # (Softly) You know, I'm not supposed to do this, but you can shoot some..thing, through the blue bridges.<br /> scene 6 C sp_shoot_through_wall_completion01 # (Softly) Did my hint help? It did, didn't it? You know, if any of our supervisors had been immune to neurotoxin, they'd be furious with us right now.<br /> scene 7 C sp_turret_intro_entry01 # (Softly) (underhanded hint about turrets firing real bullets)<br /> scene 8 C botcoop_artifactone_hub08 # Well, let's do some testing to see what happens.<br /> scene 9 C coop_test_chamber_oneplayer37 # You have gift for these tests. That's not flattery. It is a fact.<br /> scene 10 C coop_test_chamber_both08 # (You come off as a team, thanks to the one who does all work.)<br /> scene 11 C mp_taunts03 # You're doing a great job of disappointing me.<br /> scene 12 C mp_subterfuge39 # While teamwork is needed to complete these tests, I'm not sure I trust the two of you together.<br /> scene 13 C mp_subterfuge36 # I have noticed that you two have become extremely close. I'm not sure I like that.<br /> scene 14 C mp_subterfuge34 # How is this even science... Without the consequence of death?<br /> scene 15 C mp_subterfuge33 # How is this even science - without the possibility of death?<br /> scene 16 C mp_subterfuge_misc11 # Watching you try to sabotage one another... I'm amazed you're still on friendly terms.<br /> scene 17 C mp_humanresources01 # Did you know we originally used these cameras to capture moments of intense pain and agony in test subjects?<br /> scene 18 C mp_humanresources03 # If the subject survived the test, we let them purchase the pictures for $5. If the subject died, we gave the photo to their next of kin, free of charge.<br /> scene 19 C mp_coop_wall_intro03 # You did very well.<br /> scene 20 C mp_coop_teambtsstart02 # This next test is so outside the box, I can't... I mean won't even tell what you are looking for.<br /> scene 21 C mp_coop_teambtsstart03 # You will know it when you find it.<br /> scene 22 C mp_coop_tbeam_end14 # You two aren't lost, are you?<br /> scene 23 C mp_coop_paint_longjump_intro74 # You're making this harder than it needs to be.<br /> scene 24 C mp_coop_fling_1end03 # Well done. Interesting note: I only created this test to watch test subjects fail. And you didn't. You must be very very proud. I'm building the world's smallest trophy for you.<br /> scene 25 C mp_coop_infinifling_trainstart01 # Electrocuted... Shocked... Drowned... Crushed... Burned in goo...<br /> scene 26 C mp_coop_infinifling_trainstart02 # Oh. Sorry. I was just thinking of all the ways humans can die.<br /> scene 27 C mp_death21 # And here I thought this room was dangerously unlethal.
For a total of 79 lines. This will also create 82 entities to your test chamber (+ 3 entities per each choreo-box), so beware of the entity limit...
@Bisqwit:
Nice work with the glass-frames and nice work with the choreo lines, too.
I have one thing you might not know to share with you:
If you set the "TimerDelay" property "default" to "2" ... you have 1 more line for each choreo box.
When you place the choreo box in a map, it will be at "default" value of "2" (seconds) then.
You cant go back from 3 to 2, but you can always place a new one instead. 
You can also get one more in there by testing for "infinity," but I don't remember which value it uses (it should be TimerSound to 0, but it's not).
I have updated the glass panels, as well as Felix Griffin's breakable glass panel:
Differences:
- All glass panels are now aligned pixel perfectly on the edge of the voxel the same way as the standard glass & grating barriers, fitting the shape.
- The orientation for the glass panels was corrected. They are now oriented in an intuitive manner (rather than 90 degrees off to $random direction), exactly the same way as the standard glass panels are. The "root" icon for the glass panel is still displayed in the center of the cell rather at the edge, but I don't know how to fix it.
- The glass window with large hole was rewritten and the hole made maximally big without allowing cubes to be pushed through (cubes have a width of 36.2, i.e. shortest diameter being 51.2).
- The smaller glass window is made maximally large without allowing spheres to be pushed through (spheres have a diameter of 40.1).
If your stage includes Edgeless Safety Cubes, use the window with the smaller hole. Otherwise use the larger one. This is only a cosmetic difference, as either window will never allow pushing objects through, no matter what their size is.
Again a reminder though, that you should not use the glass with hole (or grating barrier) in coop, because in coop, you can pull a cube, or other object, through any obstacle, as long as you can touch it.
Download the update here:
http://bisqwit.iki.fi/kala/ptal2/glasspanels.zip
To use in editor, use this snippet of editoritems.txt: "Item"<br /> {<br /> "ItemClass" "ItemButtonFloor"<br /> "Type" "ITEM_GLASS_BREAK"<br /> <br /> "Editor"<br /> {<br /> "SubTypeProperty" "ButtonType"<br /> "SubType"<br /> {<br /> "Name" "Breakable Glass"<br /> "Model"<br /> {<br /> "ModelName" "glass_handle.3ds"<br /> "TextureName" "buttonpedestal.png"<br /> }<br /> "Palette"<br /> {<br /> "Tooltip" "BREAKABLE GLASS"<br /> "Image" "palette/breakglass.png"<br /> "Position" "1 6 0"<br /> }<br /> "Sounds"<br /> {<br /> "SOUND_CREATED" "P2Editor.PlaceButton"<br /> "SOUND_EDITING_ACTIVATE" "P2Editor.ExpandButton"<br /> "SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseButton"<br /> "SOUND_DELETED" "P2Editor.RemoveButton"<br /> }<br /> }<br /> "SubType"<br /> {<br /> "Name" "Glass with Larger Hole"<br /> "Model"<br /> {<br /> "ModelName" "glass_handle.3ds"<br /> "TextureName" "buttonpedestal.png"<br /> }<br /> "Sounds"<br /> {<br /> "SOUND_CREATED" "P2Editor.PlaceButton"<br /> "SOUND_EDITING_ACTIVATE" "P2Editor.ExpandButton"<br /> "SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseButton"<br /> "SOUND_DELETED" "P2Editor.RemoveButton"<br /> }<br /> }<br /> "SubType"<br /> {<br /> "Name" "Glass with Smaller Hole"<br /> "Model"<br /> {<br /> "ModelName" "glass_handle.3ds"<br /> "TextureName" "buttonpedestal.png"<br /> }<br /> "Sounds"<br /> {<br /> "SOUND_CREATED" "P2Editor.PlaceButton"<br /> "SOUND_EDITING_ACTIVATE" "P2Editor.ExpandButton"<br /> "SOUND_EDITING_DEACTIVATE" "P2Editor.CollapseButton"<br /> "SOUND_DELETED" "P2Editor.RemoveButton"<br /> }<br /> }<br /> "MovementHandle" "HANDLE_4_DIRECTIONS"<br /> }<br /> "Properties"<br /> {<br /> "ButtonType"<br /> {<br /> "DefaultValue" "0"<br /> "Index" "0"<br /> }<br /> }<br /> "Exporting"<br /> {<br /> "Instances"<br /> {<br /> "0"<br /> {<br /> "Name" "instances/p2editor/fg_editor_mod/breakglass.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> "1"<br /> {<br /> "Name" "instances/p2editor/fg_editor_mod/breakglass.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> "2"<br /> {<br /> "Name" "instances/p2editor/bisqwit_glasspanel_hole_larger.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> "3"<br /> {<br /> "Name" "instances/p2editor/bisqwit_glasspanel_hole_larger.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> "4"<br /> {<br /> "Name" "instances/p2editor/bisqwit_glasspanel_hole_smaller.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> "5"<br /> {<br /> "Name" "instances/p2editor/bisqwit_glasspanel_hole_smaller.vmf"<br /> "EntityCount" "1"<br /> "BrushCount" "1"<br /> "BrushSideCount" "1"<br /> }<br /> }<br /><br /> "TargetName" "breakglass"<br /> "Inputs"<br /> {<br /> "CONNECTION_STANDARD"<br /> {<br /> "Activate" "instance:input;Trigger"<br /> "Deactivate" " "<br /> }<br /> }<br /> "Outputs"<br /> {<br /> "CONNECTION_STANDARD"<br /> {<br /> "Activate" "instance:output;OnTrigger"<br /> "Deactivate" " "<br /> }<br /> }<br /><br /> //"OccupiesVoxel" "0"<br /><br /> "ConnectionPoints"<br /> {<br /> // outside voxel<br /> "Point"<br /> {<br /> "Dir" "1 0 0"<br /> "Pos" "-1 6 0"<br /> "SignageOffset" "-2 7 0"<br /> "Priority" "0"<br /> "GroupID" "0"<br /> }<br /> "Point"<br /> {<br /> "Dir" "1 0 0"<br /> "Pos" "-1 4 0"<br /> "SignageOffset" "-2 5 0"<br /> "Priority" "0"<br /> "GroupID" "0"<br /> }<br /> "Point"<br /> {<br /> "Dir" "1 0 0"<br /> "Pos" "-1 2 0"<br /> "SignageOffset" "-2 3 0"<br /> "Priority" "0"<br /> "GroupID" "0"<br /> }<br /> "Point"<br /> {<br /> "Dir" "1 0 0"<br /> "Pos" "-1 0 0"<br /> "SignageOffset" "-2 1 0"<br /> "Priority" "0"<br /> "GroupID" "0"<br /> }<br /><br /> // sides<br /> "Point"<br /> {<br /> "Dir" "0 1 0"<br /> "Pos" "0 -1 0"<br /> "SignageOffset" "1 -2 0"<br /> "Priority" "1"<br /> "GroupID" "1"<br /> }<br /> "Point"<br /> {<br /> "Dir" "0 -1 0"<br /> "Pos" "0 8 0"<br /> "SignageOffset" "1 9 0"<br /> "Priority" "1"<br /> "GroupID" "2"<br /> }<br /><br /> // inside voxel<br /> "Point"<br /> {<br /> "Dir" "-1 0 0"<br /> "Pos" "2 6 0"<br /> "SignageOffset" "3 7 0"<br /> "Priority" "2"<br /> "GroupID" "3"<br /> }<br /> "Point"<br /> {<br /> "Dir" "-1 0 0"<br /> "Pos" "2 4 0"<br /> "SignageOffset" "3 5 0"<br /> "Priority" "2"<br /> "GroupID" "3"<br /> }<br /> "Point"<br /> {<br /> "Dir" "-1 0 0"<br /> "Pos" "2 2 0"<br /> "SignageOffset" "3 3 0"<br /> "Priority" "2"<br /> "GroupID" "3"<br /> }<br /> "Point"<br /> {<br /> "Dir" "-1 0 0"<br /> "Pos" "2 0 0"<br /> "SignageOffset" "3 1 0"<br /> "Priority" "2"<br /> "GroupID" "3"<br /> }<br /> }<br /><br /> "Offset" "64 64 64"<br /> }<br /> }
Uuh. its diddnt works? maybe did i install it wrong
But now i cant open portal ??
There more maps named maps?
Heres a video:
[Upload is in progress.. please wait.]
Ill, say if its ready upload.
Help me:
heres the video:
https://www.youtube.com/watch?v=v4r57rIq5yk
https://www.youtube.com/watch?v=v4r57rIq5yk
Idk whats wrong, CMD dont want big and portal dont want open enymore? maybe is the problem that i have sometime the bee mod, could you make a installer? or help me? 
I'll watch the video when I get back, but you need to press F1 to save in the FGEMOD. If you never save the file won't exist and Portal 2 will crash.
Bisquit: Nice! 
@SjorsMaster:
If the game crashes at the start or while loading a map, there is something wrong or missing
in the 'editoritems.txt' file in your 'script' folder. You can fix this by editing it yourself
or replacing it with a backup or an working one.
To get the CMD window big, you might have to start it as administrator and change the default settings.
(click on the icon on the top left of the window, change the settings, and restart CMD)
---
about FGEMOD and "saving":
Bee sure to select some items you want to use and dont forget to press [F1] to save it.
It will compile of the items into the 'editoritems.txt' anyway, but only some of them
will be visible ingame then.
Arkanit wrote:
Can someone upload some working editoritems.txt?
The FGEMOD.exe won't work.
Good, but that are the standart items, how can I use the items from FGEMOD, BEEMOD and HMV? When I use the FGEMOD.exe and save, go to portal 2 and make a map I became an error which isn't when I use this editoritems.txt:
Bisqwit wrote:
Here's a map I made which incorporates testing elements from FGEmod (vacuum tubes and cameras), HMWmod (warm light squares) and BEEmod (warm light panels, pneumatic diversity vent, logic gates, triggers, autosaves), and Styles mod to put it all together: http://steamcommunity.com/sharedfiles/f ... =152116064
Additionally, while I was making this map, the editor unexpectedly sported some one-off bug which allowed me to place glass panels in 45 degree tilted orientations (with major glitches). You can find them as a decorating element in two locations.Incidentally, something or other that I did resulted in the default placement of light panels being in the center of the square. This allows placing three light panels at even spacing within the same square, which you also see used in this map. If you use the adjustment gizmo, you are then forced into the 4 positions, even if you undo it.
Turns out the vacuum tubes, buggy as they might be currently, make for an excellent decorative element. I used them extensively in this map. I also use them as an actual puzzle element towards the end of the map.
Nowadays I have settled into writing my own editoritems.txt files. I have extended the editoritems*.txt files from Stylesmod to include all the items from FGEMOD as dormant elements, and also unified the light panels, and then just enabled/disabled/replaced some elements in the palette where needed. Sometimes I choose some items in the palette, place them in some corner on the map, save, and then change the palette. Even if the items are no longer in the palette, I can take them from that corner in the map, and move and clone them where I want. For instance, that's what I did with the vacuum tubes in this map.
Here's the editoritems.txt that I used for this map: http://pastebin.com/AKRXZVSs
Oh, and I edited the elevator entrance file to avoid Glados talking about new testing elements and lumps of coal. I found her default speech about momentum much more fitting for this map. Similarly I removed the sphere on sphere receptable speech, because it gets annoying when you hear it the third time (and it belongs to the coop campaign anyway).
(Why am I posting this here? Because I thought it would be interesting to see a practical application of those tubes.)
EDIT: Users are reporting me there are big "ERROR" signs in the map where the tubes should be.
If you are getting the in-game error "failed to build level" then it's the sendificator bug:
FelixGriffin wrote:
... This is the infamous Sendificator Bug again. You need to download this package: HMW's Source
Open it with 7Zip, then find the folder inside it called maps/instances_hmw/gadgets. Copy this folder to maps/instances/hmw/gadgets (note the slash between instances and hmw!) and try to build your test again.Hopefully it will work for you after this.
If you open the developer console after this error, it'll show you which files are missing and therefore where to put the files and folders.
Okay, i've got this:
https://www.dropbox.com/s/xkcavfhqdmht3 ... 0items.txt
It might be help you.
Quote:
VBSP failed.vbsp_styles: Saved modified D:\Steam\steamapps\common\Portal 2\sdk_content\maps\styled\preview.vmf
vbsp_styles: Changed 0 materials.
vbsp_styles: -game "D:/Steam/steamapps/common/Portal 2/portal2/" "D:\Steam\steamapps\common\Portal 2\sdk_content\maps\styValve Software - vbsp.exe (May 30 2013)
2 threads
materialPath: D:\Steam\steamapps\common\Portal 2\portal2\materials
Loading D:\Steam\steamapps\common\Portal 2\sdk_content\maps\styled\preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmf
This file is missing, which stops the compile. You need to download the source for the sendificator, and install it's files.
Okay, thanks, it works!
But, I have an another question, can I use FGEMOD with Style Changer?
When yes, how?
Since I installed this it wont rebuild. Also the first time I used it I stupidly selected them all but now when I just select specific ones it still Adds them all?
Any Help is much appreciated. I have BEEMOD, HMW, and StyleChanger installed from a while back does this affect it?
I'm a bit hesitant to ask it, and if you don't think it's a good idea then don't do it, but in working on BEE2 is there any way you could make 1-tile-sized world portals an included item?
I don't know much about how this stuff works, but I imagine it might be slightly difficult to do since a pair has to be linked together with names and stuff. If it's too much trouble don't bother, but I figured it wouldn't hurt to ask.
Arkanit wrote:
Okay, thanks, it works!
But, I have an another question, can I use FGEMOD with Style Changer?
When yes, how?
Yes, just use it like normal. They both replace the same editoritems.txt files. It'll work fine, but don't open maps with FGEMOD items when running a stylechanger style. The game will delete the FGEMOD items from that map.
purgatory wrote:
Since I installed this it wont rebuild. Also the first time I used it I stupidly selected them all but now when I just select specific ones it still Adds them all?Any Help is much appreciated. I have BEEMOD, HMW, and StyleChanger installed from a while back does this affect it?
It adds them all so you can open maps using different items properly, even if they aren't in the pallette. I have all four pti mods installed, they shouldn't affect anything negatively. The not rebuilding problem is related to the sendificator.
FelixGriffin wrote:
... This is the infamous Sendificator Bug again. You need to download this package: HMW's Source
Open it with 7Zip, then find the folder inside it called maps/instances_hmw/gadgets. Copy this folder to maps/instances/hmw/gadgets (note the slash between instances and hmw!) and try to build your test again.Hopefully it will work for you after this.
Xindaris wrote:
I'm a bit hesitant to ask it, and if you don't think it's a good idea then don't do it, but in working on BEE2 is there any way you could make 1-tile-sized world portals an included item?
I don't know much about how this stuff works, but I imagine it might be slightly difficult to do since a pair has to be linked together with names and stuff. If it's too much trouble don't bother, but I figured it wouldn't hurt to ask.
I had an idea about how to do this, packaging two worldportals as an exit/entry door. That way people will be less likely to tile one hundred worldportals together. I don't know if it'll work though, but the BEE2's custom compiler could allow you to add anything.
The one problem with the world portals would be linking them together, as you indicated. I suppose I could try to use a timer and a short script to do it...I'll have to try this.
FelixGriffin wrote:
The one problem with the world portals would be linking them together, as you indicated. I suppose I could try to use a timer and a short script to do it...I'll have to try this.
I was thinking about making one worldportal send an input of setPartner !activator to the other. I don't know if this will work right through IO proxies. The other input would be fired every time the door toggles, so the doors match each other using one input.
Edit: Turns out worldportals don't understand !activator. This won't work at all.It'll need scripts, or maybe a custom compile setting that adds instance keyvalues.
Hello! I downloaded the FGEMOD, but when I try to compile the puzzle, it doesn't works. What can I do?
Emphasizing that I'm pretty ignorant of how it all works, is there any way you could make it so that the player links two worldportals using the connection function and then (when compiling) a script links them, and spits out an error for any mispaired ones? If that behavior was clearly documented in the selector thing I imagine it'd be pretty easy to figure out.
fedebenarg wrote:
Hello! I downloaded the FGEMOD, but when I try to compile the puzzle, it doesn't works. What can I do?FelixGriffin wrote:
... This is the infamous Sendificator Bug again. You need to download this package: HMW's Source
Open it with 7Zip, then find the folder inside it called maps/instances_hmw/gadgets. Copy this folder to maps/instances/hmw/gadgets (note the slash between instances and hmw!) and try to build your test again.Hopefully it will work for you after this.
I'm so glad I searched for the error on google rather than adding another of those to the thread...
Xindaris wrote:
Emphasizing that I'm pretty ignorant of how it all works, is there any way you could make it so that the player links two worldportals using the connection function and then (when compiling) a script links them, and spits out an error for any mispaired ones? If that behavior was clearly documented in the selector thing I imagine it'd be pretty easy to figure out.
I got it working:
The doors sync themselves when they are first opened. If two pairs open at once, they could get linked multiple times to each other and in general mess up. In the worst-case senario, the worldportal won't work so the doors will open up to a blank wall. I'm able to pass through the inputs so the doors open and close simutanously.
fedebenarg wrote:
Yes. I saw that post, and I have already did that. Still nothing
After it fails to compile, can you post what the developer console says? That'll list the actual problem.
TeamSpen210 wrote:
fedebenarg wrote:Yes. I saw that post, and I have already did that. Still nothing
After it fails to compile, can you post what the developer console says? That'll list the actual problem.
That will no be necessary... BECAUSE IM A STUPID!!! I send the file from sendificator to 'instances/HWM/gadgets/', and not to 'instances/HMW/gadgets/'
I have only a last question. Is there a way to see ALL the available items on FGEMOD in the items palette?
All the FGEMOD-specific items start with "fge_", so you could just select those. You can't just add them all, because they won't fit and start overlaying on top of one another.
TeamSpen210 wrote:
All the FGEMOD-specific items start with "fge_", so you could just select those. You can't just add them all, because they won't fit and start overlaying on top of one another.
Understood. Thanks!
If you figured out how to get world portals working, please send them to me! I'll add them to the BEE2.
Fedebenarg: I made a similar mistake when I downloaded the source, which is why you can't just drop sdk_content onto sdk_content to install it. I copied from instances_hmw to instances/hmw by mistake. 
I don't think the doors are ready for release just yet. They have a few bugs and a race condition inherent in the method the doors use to connect to each other. I need to rewrite the script to make it work better.
Arkanit: Are you asking how the skybox objects work? The skybox is a cool system built into the Source engine but almost never used in Portal 2. I'm taking advantage of it here.
FelixGriffin wrote:
Arkanit: Are you asking how the skybox objects work? The skybox is a cool system built into the Source engine but almost never used in Portal 2. I'm taking advantage of it here.
Is it working? (Because it didn't, and could not, when I last tested, because none of the skybox textures referred actually exist in the game, and those that do, are rendered wrong.)
Which is because I stupidly didn't include them in the download. You can get at least one of them from the Shadows of Time, or wait a couple days for the BEE2 beta.
TeamSpen210 wrote:
It adds them all so you can open maps using different items properly, even if they aren't in the pallette. I have all four pti mods installed, they shouldn't affect anything negatively. The not rebuilding problem is related to the sendificator.
FelixGriffin wrote:... This is the infamous Sendificator Bug again. You need to download this package: HMW's Source
Open it with 7Zip, then find the folder inside it called maps/instances_hmw/gadgets. Copy this folder to maps/instances/hmw/gadgets (note the slash between instances and hmw!) and try to build your test again.Hopefully it will work for you after this.
Hi I did do this, but no sure if i did it right as it still wont rebuild:
IN the "...Portal 2\portal2\maps\instances\" I didnt have a HMW folder so I created one and put the gadgets folder in there.
I have put the sendifcator contents in the correct places. What am I doing wrong?
Can you check inside the gadgets folder for a file called "sendtor_manager.vmf"? It needs to be inside that one folder. If it is, can you tell us what error messages you get in the developer console when the build fails?
It's awesome when fans of your mod are able to fix each others' problems before you even see them. 
TeamSpen, you're exactly right.
You should probably update the download to include that file, so people stop having this issue.
TeamSpen210 wrote:
Can you check inside the gadgets folder for a file called "sendtor_manager.vmf"? It needs to be inside that one folder. If it is, can you tell us what error messages you get in the developer console when the build fails?
I sendtor_manager is in the gadgets folder as I copied from the zip and I am getting the same error as everyone else before they install sendificate but I have copied the files accross as instructed in the readme.
Quote:
vbsp_styles: Saved modified C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\styled\preview.vmf
vbsp_styles: Changed 0 materials.
vbsp_styles: -game "C:/Program Files (x86)/Steam/SteamApps/common/Portal 2/portal2/" "C:\Program FileValve Software - vbsp.exe (May 30 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\portal2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\styled\preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Could not open instance file instances/hmw/gadgets/sendtor_manager.vmfs (x86)\Steam\SteamApps\common\Portal 2\sdk_content\maps\styled\preview.vmf"
vbsp_styles: Making C:/Program Files (x86)/Steam/SteamApps/common/Portal 2/portal2/\puzzles\76561197998442289\untitled.jpg writable
These are the steps I took:
1. Installed Fgemod to portal_dlc2
2. Copied zipped Sendificate content to portal2/portal2
3. Created hmw folder in maps/instances.
4. Copied gadgets folder from maps/instances_hmw to the new hmw folder contains sendtor manager and other files.
5. Run fgemod selected a few elements.
6. Run portal rebuild default map, the above error.
If I use the style changer from kenner after then it rebuilds on any style in that selection.
Find that sendtor_manager, open the file properties (from the right-click menu), and copy-paste the full path here.
FelixGriffin wrote:
Find that sendtor_manager, open the file properties (from the right-click menu), and copy-paste the full path here.
Thanks I have it working now
, did a clean install and did every thing over and all mods are working.
Do any of you know how to change the main image of a test image before publishing using the test folders?
Also is there a way of using fgemod and style changer to use fg objects with 1970s or a way to do it manually?
I believe that pressing F5 in a map to manually take a preview screenshot will still work while using FGEmod instances. Try pressing it and see if the stylechanger will change the preview image.
Having old fgemod items is more complicated, because each style is basically a complete new version of all the items. A bunch of the fgemod items probably wouldn't fit at all, like choreo lines or vacuum tubes. It would be possible to manually copy fgemod items into a stylechanger editoritems.txt to let you use the current clean-style ones in a 1970s chamber.
Hi, this might be a dumb question. But, when I was compiling the stuff I wanted to use, I saw something about an Animal King instance as it was building everything, but I never had the option to actually enable it in the exe. Is there a way I can do that?
Also, though neither are crucial to the puzzle I'm making, the Physics Field displays incorrect textures when I compile maps and doesn't keep out cubes and othersuch objects, and the security cameras don't even show up in the map when I put them in. And finally, the Sendificator won't set cubes through portals, they just stop at the wall the Sendificator's laser goes to. Did I do something wrong installing? Should I try and run the exe again?
1) Try resizing your window, or scolling down past the bottom. There are more items than can fit on your screen, but with the BEE2 imminent, I don't think it's going to be fixed.
2) The physics field is fixed in the BEE2, and I gave up on cameras because I couldn't ever get them working. 
3) That's very odd...oh. I think I know what it is. This is really stupid, but you have to have your primary observation room to one side of all portals you're going to place.
Cool, cool, thanks for the response. The BEE2 thread on Steam Community is a bit daunting to read through--is everything in this going to be in BEE2, or is there anything getting dropped?
Everything that works will be in the BEE2. I'll drop the cameras, for example, but I think those are in Carl's mod already.
The Physics Shield in Bee 2 can't be seen through. Will the one in this mod work? Or will it be the same?
Also, I'm having trouble using it. First, I can't see anything when I scroll up, and second, I don't know which is the "D/Sn" key for when I'm finished.
Unowninator wrote:
The Physics Shield in Bee 2 can't be seen through. Will the one in this mod work? Or will it be the same?Also, I'm having trouble using it. First, I can't see anything when I scroll up, and second, I don't know which is the "D/Sn" key for when I'm finished.
It sounds like your console size is too small. Right-click in the top left corner and make it bigger.
The keys to control it are:
FGEMOD wrote:
Use W/S or UP/DOWN to move the cursor, and D/SPACE/ENTER to select one. Press F1 when you're finished.
Can someone tell me how the skybox works? I'm trying to use it in the art theropy style but it won't work.
The package link doesn\'t work but the FGEMOD download link still works. Can you fix the package download link please?
Quote from Bluecat5995 on February 22, 2020, 10:22 pm The package link doesn\'t work but the FGEMOD download link still works. Can you fix the package download link please?
This package is long obsolete. It\'s part of the BEE2.4 packages. You should download BEE2.4 instead.
could you tell me why the game dont open when it finish? i relly want to test it
An editor for the editor, which allows you to choose your test elements. Includes at least as many new ones as there are originals. Includes HMW's mod and the BEEMOD elements.
Note: There's currently an error unless you have this package installed: http://dl.dropbox.com/u/51831059/Portal ... _v5_src.7z . Sorry about that.
File Name: fgemod.7z
File Size: 15.11 MiB
Click here to download Felix Griffin's Editor Mod (FGEMOD)