Felix's Hammer Notepad

Avatar
FelixGriffin
2,680 Posts
Posted Oct 03, 2013
Replied 8 hours later

Habzs wrote:
FelixGriffin wrote:

Habzs: If you set a portal to rendermode 10 it will redirect things without requiring the fancy lighting calculations.

I see. I didn't know changing the rendermode would affect portals.

It's really cool. It doesn't change the way the portal looks, it just doesn't transmit light, so you can have as many onscreen as you want. Same for worldportals.

Advertisement
Registered users don't see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Oct 06, 2013
Replied 3 days later
Not a very good video today, but I got splitscreen with a static camera working with Adhesion Gel.

http://www.youtube.com/watch?v=ZsNHDieUd30

Avatar
Flo2912
80 Posts
Posted Oct 27, 2013
Replied 21 days later
Does this only work with a static camera, the second player can just watch what the first player does, or did you finaly get Co-op working?

Also how far is the Map-Pack you are working on?

I really should continue the Map I'd startet, I've taken a break from Mapping for a few weeks now...

Avatar
FelixGriffin
2,680 Posts
Posted Oct 27, 2013
Replied 1 hour later
It's not true co-op, the gel only works for blue. But red doesn't have to be static, it's just a better effect (the cameras are in the monitors).
Avatar
Gemarakup
1,183 Posts
Posted Oct 31, 2013
Replied 3 days later
There is a problem I have and that is that I don't know where to put the player marker. Now the player spawns outside the map when I walk on the gel. Also, it seems like that sometimes trigger_vphysics_motion being dissabled doesn't affect the bomb when a cube is fizzled off a button connected to it, but with a player walking off, it worked. Here's a screenshot of what I have so far: http://steamcommunity.com/sharedfiles/filedetails/?id=190741193
Avatar
FelixGriffin
2,680 Posts
Posted Nov 01, 2013
Replied 21 hours later

yishbarr wrote:
There is a problem I have and that is that I don't know where to put the player marker. Now the player spawns outside the map when I walk on the gel. Also, it seems like that sometimes trigger_vphysics_motion being dissabled doesn't affect the bomb when a cube is fizzled off a button connected to it, but with a player walking off, it worked. Here's a screenshot of what I have so far: http://steamcommunity.com/sharedfiles/filedetails/?id=190741193

The map looks nice! The playermarker can go anywhere, the script parents it properly when the map starts up. I don't know about the vphysics_motion thing, but with the gel it sounds like the player's position is not updated properly. Could you post the last few lines from the console?

Avatar
Gemarakup
1,183 Posts
Posted Nov 04, 2013
Replied 3 days later
Sorry for the late reply. Just forgot about this.
ERROR: Tried to SetParentAttachment for entity info_target (playermarker), but it has no parent.

Also, where do you place the world origin or whatever that target is called? Also anywhere in the map?

Avatar
FelixGriffin
2,680 Posts
Posted Nov 04, 2013
Replied 41 minutes later
Okay, I'll look into that. It sounds like something went wrong with the startup script.

The @world_rotator needs to be somewhere near the center of the puzzle. It doesn't really matter where, but the world will rotate around it and thus the containing box needs to be centered on the rotator.

Avatar
FelixGriffin
2,680 Posts
Posted Nov 19, 2013
Replied 14 days later
New update on the Adhesion Gel! This isn't a cheap attempt to one-up Sicklebrick, that would be petty...okay, maybe it kind of is.

http://www.youtube.com/watch?v=DJ24Mh9H5Mw

Avatar
Gemarakup
1,183 Posts
Posted Nov 19, 2013
Replied 50 minutes later
That's quite cool.
Avatar
FelixGriffin
2,680 Posts
Posted Nov 20, 2013
Replied 23 hours later
Update on the Adhesion Cubes!

http://www.youtube.com/watch?v=NDRyDqGGJdY

Unfortunately an error in Source prevents me from letting the cubes stick together when they're not attached to a wall. If anyone knows a way to move constraints at run-time please let me know.

Avatar
FelixGriffin
2,680 Posts
Posted Nov 21, 2013
Replied 1 day later
Yesterday I had a great idea for a new test element (at least, it seemed great at eleven at night), and I'm trying to implement it now. It should allow for some pretty cool portal-less gameplay.
Avatar
ChickenMobile
2,460 Posts
Posted Nov 23, 2013
Replied 1 day later
Why not work with sicklebrick to make the most adhesion gel ever?
Avatar
FelixGriffin
2,680 Posts
Posted Nov 23, 2013
Replied 1 hour later
That's what I'm probably going to do, I designed all this to be independent of the Adhesion Gel implementation. But neither of us has the gel working well enough to release yet.
Avatar
FelixGriffin
2,680 Posts
Posted Dec 05, 2013
Replied 12 days later
I've been playing around with Sickle's implementation, and hope to upload a comparison video here soon. My conclusion is that both have their pros and cons, and the choice depends mostly on what type of test you want to make. At the moment I'm working on letting them work side by side; it mostly works but the gel sometimes takes on conversion properties (which is not always desirable).
Avatar
FelixGriffin
2,680 Posts
Posted Dec 13, 2013
Replied 8 days later
Two Adhesion Gel implementations coexisting in a single map!

http://www.youtube.com/watch?v=8jPhZZut-O4

Avatar
FelixGriffin
2,680 Posts
Posted Jun 17, 2014
Replied 6 months later
blows dust off Authoring Tools

I haven't really done anything with Portal 2 in a while, but today I'm opening up Hammer again and trying to build another test element in under one hour. Let's see if it's possible.

Avatar
FelixGriffin
2,680 Posts
Posted Jun 18, 2014
Replied 10 hours later
And here is yesterday's video.

https://www.youtube.com/watch?v=LOO3zHCfGxU

Portals in mid-air! Controls: press either mouse button to launch the corresponding energy ball, press the same button again to open it into a portal. As shown at the end of the video, you can have both out at once.

Avatar
FelixGriffin
2,680 Posts
Posted Jun 18, 2014
Replied 52 minutes later
Refinements since that video was made:
- Portal-balls use better particle effects (from core P2)
- Portal-balls move 4x as fast as shown here, unless the player is ducking when they are fired (for more precision)
- Removed annoying visual stutter when moving through portals (for players and portal-balls)
- Removed particle effects "bleeding" through portals (which caused the blue portal to have an orange rim on the inside and vice-versa)
- Made portals change angles so that the velocity of the ball is normal to the surface at the time of opening
Advertisement
Registered users don't see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Jun 18, 2014
Replied 2 hours later
Improved version!

https://www.youtube.com/watch?v=P0pCOURsMW4