BEE2 Addons
Quote from TeamSpen210 on July 17, 2014, 4:15 pmI'm actually using a custom model for standard and reflector cubes, so gel skins work correctly for the rusty versions. I found a typo with my reflector cube packing, so that model won't appear correctly on other computers. Until I make an update, either having others install my addons files, or renaming the file "portal 2/portal2_dlc2/scripts/vscripts/pti_model_change.nut" to make the custom models revert to the Valve versions will fix it.
I'm actually using a custom model for standard and reflector cubes, so gel skins work correctly for the rusty versions. I found a typo with my reflector cube packing, so that model won't appear correctly on other computers. Until I make an update, either having others install my addons files, or renaming the file "portal 2/portal2_dlc2/scripts/vscripts/pti_model_change.nut" to make the custom models revert to the Valve versions will fix it.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Shadow Chaos on July 17, 2014, 8:42 pmTeamSpen210 wrote:I'm actually using a custom model for standard and reflector cubes, so gel skins work correctly for the rusty versions. I found a typo with my reflector cube packing, so that model won't appear correctly on other computers. Until I make an update, either having others install my addons files, or renaming the file "portal 2/portal2_dlc2/scripts/vscripts/pti_model_change.nut" to make the custom models revert to the Valve versions will fix it.All right so I guess I'll have to republish when that happens.
All right so I guess I'll have to republish when that happens.
Quote from Brumi on July 21, 2014, 7:50 pmIn the overgrown style, I find it quite annoying that the light in the main observation room is constantly switching on and off, especially with the loud sound effect when turning off. I think it would be better to tone down that effect a little bit...
In the overgrown style, I find it quite annoying that the light in the main observation room is constantly switching on and off, especially with the loud sound effect when turning off. I think it would be better to tone down that effect a little bit...
Quote from TeamSpen210 on July 21, 2014, 7:59 pmIn the actual Overgrown maps, all the observation rooms are broken and don't emit light. I didn't want to do that since they produce the majority of light. I'll try to decrease the volume of the sound, and try adding an option to the large obs room to disable it (so they are all off permanently.
In the actual Overgrown maps, all the observation rooms are broken and don't emit light. I didn't want to do that since they produce the majority of light. I'll try to decrease the volume of the sound, and try adding an option to the large obs room to disable it (so they are all off permanently.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from ellingtonisland on July 28, 2014, 3:14 pmgood job on the overgrown style and custom portal 1 cubes! now i have a few suggestions for future updates
- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stuff
- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.
- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnel, add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it) add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times) when you add them create vent exits to destroy items and turrets, vent cross and y pipe sections, bends, ect. also make them so segments can be extended out and extended away from walls in PTI.
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
good job on the overgrown style and custom portal 1 cubes! now i have a few suggestions for future updates
- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stuff
- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.
- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnel, add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it) add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times) when you add them create vent exits to destroy items and turrets, vent cross and y pipe sections, bends, ect. also make them so segments can be extended out and extended away from walls in PTI.
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
Quote from quaternary on July 29, 2014, 4:08 pmellingtonisland wrote:- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stufflike "wall feature" ?
Quote:- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.Impossible with the limits of pti. I mean, how would it even work?
Quote:- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.
Quote:- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lightsSomeone else already did, peek in the downloads database here on twp
Quote:, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnelwould be neat, but why not just 2x2?
Quote:add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it)literally the easiest thing to make in hammer, it's one brush
Quote:add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times)Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb?
Quote:when you add them create vent exits to destroy items and turrets,fizzler
Quote:ent cross and y pipe sections, bends, ect.hmm
Quote:also make them so segments can be extended out and extended away from walls in PTI.Impossible
Quote:- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
like "wall feature" ?
Impossible with the limits of pti. I mean, how would it even work?
sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.
Someone else already did, peek in the downloads database here on twp
would be neat, but why not just 2x2?
literally the easiest thing to make in hammer, it's one brush
Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb?
fizzler
hmm
Impossible
Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
Quote from ellingtonisland on July 30, 2014, 1:17 pmquaternary wrote:ellingtonisland wrote:- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stufflike "wall feature" ?
like wall feature but it would also be for floors and ceilings and walls and more stuff that just one wall feature.
Quote:- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.Impossible with the limits of pti. I mean, how would it even work?
Quote:- NOT IMPOSSIBLE AT ALL, this is EASY, you just make the instance for the exit elevator you wanted for the transition style and when you make the style you have the file that loads the instances into PTI for the styles load a overgrown exit elevator instead of the clean one for a clean to overgrown transition style- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.
Quote:- STILL Can BE DONE, you make new items for bee2 that would be panels that retract into walls or ceilings, falling panels, clean panels to overlay dirty ones (or the opposite),- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights
Someone else already did, peek in the downloads database here on twp
Quote:, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnelwould be neat, but why not just 2x2?
Quote:- if you mean stay with the default faith plate that comes with PTI, then no, i mean a centered faith plate or excursion funnel that would use the same voxel space in PTI as a mashy spike plate would, you see them in the single player campaign sometimes likes the ones on the walls in the test chamber where glados tells you she saw a deer. with all the right stuff in PTI i would like to eventually recreate the test chambers from the single player campaign in PTI all clean as if they where never destroyed.add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it)
literally the easiest thing to make in hammer, it's one brush
Quote:- a lot of people like PTI better and don't like to use hammer!!add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times)
Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb?
Quote:- this can be done if worked at, i fixed the vents that came with PTI with point pushes a while back and the corners pull items through them just fine. your not going to be able to make it so the items flow through them without bumping the walls, that was done in portal 2 with pre rendered animations.when you add them create vent exits to destroy items and turrets,
fizzler
Quote:- NO NO NO!!, i mean a PTI item which would be a vac tube exit that would be placed on a wall or ceiling and there would panels cut into a circular hole around it so it looks real nice and stuff and at the end would be a invisible entity that destroys items in the vents silently, NO FIZZLER!vent cross and y pipe sections, bends, ect.
hmm
Quote:the sections are in hammer, you would use point pushes to guide items through them and the proper coding in the xml file for PTI to properly get them into Puzzle makeralso make them so segments can be extended out and extended away from walls in PTI.
Impossible
Quote:you can do that with the glass and grating in pti, why not make it so you can extend a vent out- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
it still can be done if you really work at it.
like "wall feature" ?
like wall feature but it would also be for floors and ceilings and walls and more stuff that just one wall feature.
Impossible with the limits of pti. I mean, how would it even work?
- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.
- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights
Someone else already did, peek in the downloads database here on twp
would be neat, but why not just 2x2?
add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it)
literally the easiest thing to make in hammer, it's one brush
add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times)
Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb?
when you add them create vent exits to destroy items and turrets,
fizzler
vent cross and y pipe sections, bends, ect.
hmm
also make them so segments can be extended out and extended away from walls in PTI.
Impossible
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
it still can be done if you really work at it.
Quote from toncica on August 1, 2014, 4:41 pmI actually thought it was Hammer when I saw a map in the Overgrown style, very convincing - tremendous work. It's probably heavier on the engine, I tested the style with two already published maps and the second map crashed the game when it was in the last stages of the build process. It was an error message I encountered before when I went further than the engine could handle.
Overgrown Quiet wasn't totally quiet when I tested, also I would prefer reliable light sources, not observation windows going off and on, or an alternative steady version. Vertically placed square warm lights seem to have no lighting effect. Not sure about the antlines going from pale to blue, I would be fine with the antlines being permanently pale until activated.
Enough with the complaints, the style is pretty awesome. It's the first one I would actually use other than Clean.
I actually thought it was Hammer when I saw a map in the Overgrown style, very convincing - tremendous work. It's probably heavier on the engine, I tested the style with two already published maps and the second map crashed the game when it was in the last stages of the build process. It was an error message I encountered before when I went further than the engine could handle.
Overgrown Quiet wasn't totally quiet when I tested, also I would prefer reliable light sources, not observation windows going off and on, or an alternative steady version. Vertically placed square warm lights seem to have no lighting effect. Not sure about the antlines going from pale to blue, I would be fine with the antlines being permanently pale until activated.
Enough with the complaints, the style is pretty awesome. It's the first one I would actually use other than Clean.
Quote from TeamSpen210 on August 1, 2014, 4:57 pmThanks! I've actually added an option to make the windows just stay off, since in the actual overgrown maps they're always broken. I'll be fixing the quiet version so the midway lines don't play. The reason the lights do their current switching is to make sure it's obvious what position the lights are in. What was that error? Perhaps it's something I could fix.
Thanks! I've actually added an option to make the windows just stay off, since in the actual overgrown maps they're always broken. I'll be fixing the quiet version so the midway lines don't play. The reason the lights do their current switching is to make sure it's obvious what position the lights are in. What was that error? Perhaps it's something I could fix.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from toncica on August 1, 2014, 6:59 pmTeamSpen210 wrote:What was that error? Perhaps it's something I could fix.I think it's simply overloaded. The build process actually finishes and it attempts to load the map then it crashes and a small window with "Engine Error" in the title saying "ED_Alloc: no free edicts".
I've had that with a previous map where I was forced to reduce elements. This one was building fine so far with Clean style but Overgrown seems to be Overkill.
I think it's simply overloaded. The build process actually finishes and it attempts to load the map then it crashes and a small window with "Engine Error" in the title saying "ED_Alloc: no free edicts".
I've had that with a previous map where I was forced to reduce elements. This one was building fine so far with Clean style but Overgrown seems to be Overkill.