BEE2 Addons
Quote from Axon9000 on April 18, 2014, 7:55 pmTeamSpen210 wrote:I based mine on Carl's 50s style so I didn't have to make everything from scratch, but I basically duplicated the .style file, copied the p2editor_old/ to p2editor_rebuild/ and edited all the instances (mainly the elevators/spheres). The elevators are the main difference, so those took a while.Kewl, I'll check into this at some point!
Kewl, I'll check into this at some point!
Quote from ellingtonisland on April 26, 2014, 1:23 pmgood job, now i have some idea's of some things you should add to this
first add a complete destroyed style, here is what it should have
- the announcer as the main voice instead of glados or Cave Johnson
- broken entry and exit elevators with debris in them ect
- various things that can be placed in like plants, broken tiles, skylights, things you see in the destroyed style ect.next lets talk about special transition test chamber exit doors which would be used in Unlocked Styles, they would be for exit transitions like a clean test chamber would lead to a destroyed test chamber for the next test, or a clean test chamber to a underground test chamber, a underground to a clean test chamber, and so on ect.
work a creating a better art therapy style, the one you have looks butt ugly. use this image for a reference for the next things i explain to you (http://a.images.blip.tv/Achievementhunt ... 93-541.jpg)
- add a skybox item which would be randomly selected open styled test chamber themed (wheatly) skyboxes, would be placed around like panels to create the illusion of a open test chamber, on creation of the chamber one skybox would be randomly selected and be used with all the skybox tiles.
- add metal panel frames, you see them on the right in the photo
- add varieties of panel extenders without panels on them (you see a few of these in the middle of the photo)
- add a sizable trigger hurt for bottomless pits (would work like a invisible fizzler)
- add various stuff like broken panels and stuff you see in open test chambers
- add tv screens (you see them on the left in this photo)
good job, now i have some idea's of some things you should add to this
first add a complete destroyed style, here is what it should have
- the announcer as the main voice instead of glados or Cave Johnson
- broken entry and exit elevators with debris in them ect
- various things that can be placed in like plants, broken tiles, skylights, things you see in the destroyed style ect.
next lets talk about special transition test chamber exit doors which would be used in Unlocked Styles, they would be for exit transitions like a clean test chamber would lead to a destroyed test chamber for the next test, or a clean test chamber to a underground test chamber, a underground to a clean test chamber, and so on ect.
work a creating a better art therapy style, the one you have looks butt ugly. use this image for a reference for the next things i explain to you (http://a.images.blip.tv/Achievementhunt ... 93-541.jpg)
- add a skybox item which would be randomly selected open styled test chamber themed (wheatly) skyboxes, would be placed around like panels to create the illusion of a open test chamber, on creation of the chamber one skybox would be randomly selected and be used with all the skybox tiles.
- add metal panel frames, you see them on the right in the photo
- add varieties of panel extenders without panels on them (you see a few of these in the middle of the photo)
- add a sizable trigger hurt for bottomless pits (would work like a invisible fizzler)
- add various stuff like broken panels and stuff you see in open test chambers
- add tv screens (you see them on the left in this photo)
Quote from TeamSpen210 on April 26, 2014, 4:15 pmFor the stuff for the unlocked style, that' snot the purpose of that style - it's just so players can delete extra rooms if they accidentally duplicate one and don't undo immediately after. I'm pretty sure the puzzlemaker wouldn't allow different versions of the entry/exit to exist, and those sorts of things aren't really needed anyway.
I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
For the stuff for the unlocked style, that' snot the purpose of that style - it's just so players can delete extra rooms if they accidentally duplicate one and don't undo immediately after. I'm pretty sure the puzzlemaker wouldn't allow different versions of the entry/exit to exist, and those sorts of things aren't really needed anyway.
I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from ellingtonisland on April 28, 2014, 2:51 pmTeamSpen210 wrote:For the stuff for the unlocked style, that' snot the purpose of that style - it's just so players can delete extra rooms if they accidentally duplicate one and don't undo immediately after. I'm pretty sure the puzzlemaker wouldn't allow different versions of the entry/exit to exist, and those sorts of things aren't really needed anyway.I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
ok i got a idea for the chamberlocks which would be used for transitions between different kind of styled test chambers, you would simply be making special transition styles which would set what exit elevator was used such as you would have a clean style which would have the exit elevator transition to a underground style. you would have more like
- clean to destroyed
- underground to clean
- glados clean to wheatly style (when it comes out if ever)now i also got a better idea for skyboxes ect, my idea will make the open styled test chamber easy for you to make, just time costly, also i haven't heard anything from those other guys about the wheatly style being made anytime soon if ever so you should accept my idea and start on a open styled test chamber style. i will probably start working on a destroyed style soon that has the announcer, destroyed elevators, plants, broken panels, ceiling holes, humped up tiles, dirt, broken tiles, and the whole shebang.
what you are going to do i redesign the default PTI style from the ground up creating a unique new open style
for the skybox you will make two instances, now pay attention because this is tricky
- one instance will be a controller which will be the skybox itself which will contain the stuff
you would see in the skybox ect, placing this in pti will create the real skybox far far far away from any of the map instances in PTI (to prevent collision problems)
- the other instance will just be a giant box (large enough to hold all the instances of a pti test chamber in it except the elevators) which will be textured with the skybox texture on the inside, this entity would be placed in the PTI map like any other test element to create a illusionary skybox around the outside of the entire PTI map except the elevators. also this would have a death floor at the bottom to kill the player when they fall into itonce you made the skybox you will need to redesign every default wall and ceiling instance in PTI
you will be making them look like panels from the wheatly test chambers when you see them from the outside meaning you would remove the no draw and making them panel thin and adding the panel machines behind them. do this to each and every one and next it gets fun and easy.
next you will be making a special instance called a "hole", it would be a 1 voxel wide empty trigger instance with no scripting or programming triggers that would be used just for the 1 voxel wide space to create the holes in open styled test chambers, if you fell through one and looked up you should see the panel machines attached to all the test chamber panels from the outside if you followed the above part on the panel instances in PTI correctly
for the rest you would need to create metal frames and frame grating instances (make them like glass and grating so they can be sized), metal frames with yellow insulation (make them like grating and glass too), light arrays, sizable goo and vac pipes (to make them go up and outside into the skybox) and other stuff you see in the open style etc. (image for reference http://i1.ytimg.com/vi/v2q7xVOLKAw/maxresdefault.jpg)
also there's some things i forgot to tell you to add in the last message
- a pedestal button that has a settable countdown time that would then activate whatever it was connected to when the timer reached zero (instead of activating what it is connected to, on press it would countdown and then activate something and then reset after a predetermined time to stay activated afterwards, use a seperate entity to determine how long it stays activated, these could be used for making a infinite fall between two portals that would activate a auto portal to send the player flying in single player)
- add a blue or orange auto portal that can have the angle set
- add a 4x4 voxel centered excursion funnel
- add a very fast crusher like the one on the conveyor belt in the wheatly part of single player
- add 1 touch = insta kill thermal discouragement beams
- put the angled light bridge at the bottom of it's angled panel instead of middle.
I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
ok i got a idea for the chamberlocks which would be used for transitions between different kind of styled test chambers, you would simply be making special transition styles which would set what exit elevator was used such as you would have a clean style which would have the exit elevator transition to a underground style. you would have more like
- clean to destroyed
- underground to clean
- glados clean to wheatly style (when it comes out if ever)
now i also got a better idea for skyboxes ect, my idea will make the open styled test chamber easy for you to make, just time costly, also i haven't heard anything from those other guys about the wheatly style being made anytime soon if ever so you should accept my idea and start on a open styled test chamber style. i will probably start working on a destroyed style soon that has the announcer, destroyed elevators, plants, broken panels, ceiling holes, humped up tiles, dirt, broken tiles, and the whole shebang.
what you are going to do i redesign the default PTI style from the ground up creating a unique new open style
for the skybox you will make two instances, now pay attention because this is tricky
- one instance will be a controller which will be the skybox itself which will contain the stuff
you would see in the skybox ect, placing this in pti will create the real skybox far far far away from any of the map instances in PTI (to prevent collision problems)
- the other instance will just be a giant box (large enough to hold all the instances of a pti test chamber in it except the elevators) which will be textured with the skybox texture on the inside, this entity would be placed in the PTI map like any other test element to create a illusionary skybox around the outside of the entire PTI map except the elevators. also this would have a death floor at the bottom to kill the player when they fall into it
once you made the skybox you will need to redesign every default wall and ceiling instance in PTI
you will be making them look like panels from the wheatly test chambers when you see them from the outside meaning you would remove the no draw and making them panel thin and adding the panel machines behind them. do this to each and every one and next it gets fun and easy.
next you will be making a special instance called a "hole", it would be a 1 voxel wide empty trigger instance with no scripting or programming triggers that would be used just for the 1 voxel wide space to create the holes in open styled test chambers, if you fell through one and looked up you should see the panel machines attached to all the test chamber panels from the outside if you followed the above part on the panel instances in PTI correctly
for the rest you would need to create metal frames and frame grating instances (make them like glass and grating so they can be sized), metal frames with yellow insulation (make them like grating and glass too), light arrays, sizable goo and vac pipes (to make them go up and outside into the skybox) and other stuff you see in the open style etc. (image for reference http://i1.ytimg.com/vi/v2q7xVOLKAw/maxresdefault.jpg)
also there's some things i forgot to tell you to add in the last message
- a pedestal button that has a settable countdown time that would then activate whatever it was connected to when the timer reached zero (instead of activating what it is connected to, on press it would countdown and then activate something and then reset after a predetermined time to stay activated afterwards, use a seperate entity to determine how long it stays activated, these could be used for making a infinite fall between two portals that would activate a auto portal to send the player flying in single player)
- add a blue or orange auto portal that can have the angle set
- add a 4x4 voxel centered excursion funnel
- add a very fast crusher like the one on the conveyor belt in the wheatly part of single player
- add 1 touch = insta kill thermal discouragement beams
- put the angled light bridge at the bottom of it's angled panel instead of middle.
Quote from TeamSpen210 on April 29, 2014, 2:23 amThere are only really 4 elevator types - clean, P1 and Old Aperture, plus my Refurbished BTS entry/vactube exit. (The other styles still use clean elevators, but with damaged rooms etc. ATLAS and P-Body get disassembled after each level, so there isn't a need for coop transitions.) I'm not going to make 4 more versions of each of the current styles, it would be way too much clutter and be a lot of work for very little benefit.
I have plans for how to make a Wheatley, BTS or Art Therapy style look good with a 3D skybox. To really get it working well I'd want to fix some things with the GooIsHole option in Carl's VBSP edit. (It changes goo pits to have skybox, with triggers moved to as far down as possible.) Surrounding a level with a box is one of the worst things you could do optimisation-wise, the PTI is made to auto-seal any of these holes that I could make anyway.
I like the angled autoportal idea, plus the centred funnel. I'll probably make it look like the larger variant of funnel. Insta-kill Discouragement beams are really buggy, and I can't really think of a good use for fast crushers that a laser-field won't work for as well + maybe a fizzler. I'll add an option for the light bridge to make the bridge offset. I like the pedestal button idea, but I think I'll add it in a different form as a logic gate to more versatile.
There are only really 4 elevator types - clean, P1 and Old Aperture, plus my Refurbished BTS entry/vactube exit. (The other styles still use clean elevators, but with damaged rooms etc. ATLAS and P-Body get disassembled after each level, so there isn't a need for coop transitions.) I'm not going to make 4 more versions of each of the current styles, it would be way too much clutter and be a lot of work for very little benefit.
I have plans for how to make a Wheatley, BTS or Art Therapy style look good with a 3D skybox. To really get it working well I'd want to fix some things with the GooIsHole option in Carl's VBSP edit. (It changes goo pits to have skybox, with triggers moved to as far down as possible.) Surrounding a level with a box is one of the worst things you could do optimisation-wise, the PTI is made to auto-seal any of these holes that I could make anyway.
I like the angled autoportal idea, plus the centred funnel. I'll probably make it look like the larger variant of funnel. Insta-kill Discouragement beams are really buggy, and I can't really think of a good use for fast crushers that a laser-field won't work for as well + maybe a fizzler. I'll add an option for the light bridge to make the bridge offset. I like the pedestal button idea, but I think I'll add it in a different form as a logic gate to more versatile.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Brumi on May 3, 2014, 11:20 amJust downloaded your addons, simply great
My problem is that the coop checkpoint doesn't seem to work. Including one in the test chamber makes the compilation fail. Of the styles I checked so far it only works with the Refurbished stlye.
Just downloaded your addons, simply great
My problem is that the coop checkpoint doesn't seem to work. Including one in the test chamber makes the compilation fail. Of the styles I checked so far it only works with the Refurbished stlye.
Quote from protoborg on May 7, 2014, 12:40 pmThe "sound chooser" doesn't seem to work. Everything else works great so far.
The "sound chooser" doesn't seem to work. Everything else works great so far.
Quote from TeamSpen210 on May 7, 2014, 3:30 pmHow does it not work? Which one - the laser controller or the two music controllers?
How does it not work? Which one - the laser controller or the two music controllers?
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Brumi on May 15, 2014, 7:31 amI tried to look into the coop checkpoint problem.
The error which causes the compilation to fail (from the log file):
- Code: Select all
Could not open instance file instances/gameplay/coop_bluebot_dropper.vmf
Tried copying instances/p2editor_clean/coop_dropper and renaming it as coop_bluebot_dropper and coop_redbot_dropper, the map does compile in that case but the checkpoint doesn't act as a checkpoint in that case.
I tried to look into the coop checkpoint problem.
The error which causes the compilation to fail (from the log file):
- Code: Select all
Could not open instance file instances/gameplay/coop_bluebot_dropper.vmf
Tried copying instances/p2editor_clean/coop_dropper and renaming it as coop_bluebot_dropper and coop_redbot_dropper, the map does compile in that case but the checkpoint doesn't act as a checkpoint in that case.
Quote from TeamSpen210 on May 15, 2014, 5:47 pmThat won't work, those instances are a bit different. I'll update after I check that all the styles have their instances. (It's probably only clean style, I modified most of the droppers for other styles.
That won't work, those instances are a bit different. I'll update after I check that all the styles have their instances. (It's probably only clean style, I modified most of the droppers for other styles.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]