Felix's Hammer Notepad

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CamBen
973 Posts
Posted Sep 01, 2013
Replied 2 hours later
models\props_junk\metal_paintcan001a.mdl is the one that isn't crushed. just reskin it if you want to use it for orange or any other color paint.
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FelixGriffin
2,680 Posts
Posted Sep 01, 2013
Replied 6 minutes later
Cool, thanks.
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Snapper576
81 Posts
Posted Sep 01, 2013
Replied 8 hours later
Forgot to ask this before why isn't is workshop compatible? What are the custom particles. What even ARE particles. Sorry for being such a noob.
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TeamSpen210
608 Posts
Posted Sep 02, 2013
Replied 1 hour later
Particle effects are a type of file that the game engine can use. They are basically a cluster of small objects, energy, fluids or other things that move and animate in a group. Examples of particle effects: sparks, portal gun shots/lightning, glowing flecks emitted by the excursion funnel, dust, some laser effects and gel explosions. The gel has a couple of effects it needs but valve didn't provide, which Felix has added. Source engine map files have a section of the file for custom content that the map needs, like sounds and texture. Portal 2 has a bug that prevents particles from working in this, and this is the only way to bundle files with workshop maps.
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Snapper576
81 Posts
Posted Sep 02, 2013
Replied 18 minutes later
Then how does it work submitting it here?
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TeamSpen210
608 Posts
Posted Sep 02, 2013
Replied 15 minutes later
Here we can upload a zip with the particles and map file and get people to copy them into the correct places in the game files, and edit a file to get the game to search for the new particles. You could do this through the workshop, but players would still have to download manually the particle effects.
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FelixGriffin
2,680 Posts
Posted Sep 02, 2013
Replied 7 hours later

TeamSpen210 wrote:
Here we can upload a zip with the particles and map file and get people to copy them into the correct places in the game files, and edit a file to get the game to search for the new particles. You could do this through the workshop, but players would still have to download manually the particle effects.

Exactly.

Also, certain effects need to be set up in the previous map (the color of the gel, for example), so I need to be able to have two maps connected to each other. If I put them on the workshop and people played them out of order, any maps with gel in them in between would be badly glitched.

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Snapper576
81 Posts
Posted Sep 03, 2013
Replied 18 hours later
How do cubes react to the adhesion gel?
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FelixGriffin
2,680 Posts
Posted Sep 03, 2013
Replied 4 hours later
Not at all right now. My plan is to make it act like Stasis Gel if the cube is also touching a purple wall. I couldn't do that normally, but if I'm going to require the player to tile the room with triggers I can do things like wall detections.
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Snapper576
81 Posts
Posted Sep 03, 2013
Replied 6 minutes later

FelixGriffin wrote:
But if I'm going to require the player to tile the room with triggers.

What do you mean by that I thought you HAD to tile them with triggers or did you find another way?

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FelixGriffin
2,680 Posts
Posted Sep 03, 2013
Replied 2 hours later
For Adhesion Gel you have to. I don't want to, which is why Stasis Gel lets you freeze them in midair--without the Grid you can't detect if it's touching a wall of not. But since Adhesion Gel requires it, I might as well use it.
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Flo2912
80 Posts
Posted Sep 03, 2013
Replied 58 minutes later
I think Stasis Gel is a different gameplay element than adhesion Gel on walls. same goes for the gravity Gel and the adhesion Gel. If I where you, I would release all of them, the real Adhesion Gel, because it is really awesome and a lot of people wish it, and there for sure a mapper who have no problem with the Grid-thing,
the Stasis Gel because it is a completly different gameplay element.
and the Gravity Gel to climb up, as a light-adhesion Gel,, easier to use in the map, but with less possibilitys. (may change its colour to a little lighter purple ) in the timeline it could be an unfinished prototype of adhesion Gel, taht was used in earlier testchambers before adhesion Gel was full functional (I'm thinking about the story of a Mod or mappack, something like that^^)

I would like to see and use all three of them, but especially the real adhesion Gel

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Gemarakup
1,183 Posts
Posted Sep 03, 2013
Replied 34 minutes later
The official adhession gel is lost if that's what you're talking about. That's not exactly what he made.
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Flo2912
80 Posts
Posted Sep 03, 2013
Replied 7 minutes later
it is exactly what he made. the real adhesiongel was a portal-versiion of the blue paint in TAG - the power of paint, that is still available. it was functional exactly the same as the adhesiongel he made: it enabled walking on walls and ceiling. on Cubes it also enables sticking them on walls and the ceiling. it also was purple planed, like he colored it. so tell me the difference^^
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Snapper576
81 Posts
Posted Sep 03, 2013
Replied 7 hours later
Does the adhesion gel work with coop?
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FelixGriffin
2,680 Posts
Posted Sep 03, 2013
Replied 38 minutes later
Unfortunately my method for adhesion gel is fundamentally incompatible with co-op.
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Snapper576
81 Posts
Posted Sep 03, 2013
Replied 22 minutes later
Oh well can't have everything I guess. This is still REALLY awesome. I just realized when you step on a wall your portals disapear why is that?
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FelixGriffin
2,680 Posts
Posted Sep 03, 2013
Replied 17 minutes later
Not anymore. I fixed that since the last video.

But it's because portals can't stay on moving surfaces. Adhesion gel moves the room when you step on it.

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Snapper576
81 Posts
Posted Sep 04, 2013
Replied 4 hours later
Does it only react to gel bombs or does it work with gel streams?
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FelixGriffin
2,680 Posts
Posted Sep 04, 2013
Replied 6 hours later
Only gel bombs for now, since gel streams don't interact with triggers. If I replace the Gel 1 with a custom effect it'll work with streams too.