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Ben and August’s Extended Editor (BEEMOD) & BEE2

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It works with bombs, rocket turrets and regular turret fire.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
wildgoosespeeder wrote:
There seems to be a problem with the breakable glass object. It doesn't appear as glass in the usual sense in the editor (I know it is different but it doesn't show anything). When I see a bouncy cube ricocheting off the glass, it doesn't break.

Those are both my fault. I didn't know how to model at all when I made the breakable glass, so I used the built-in glass model. Unfortunately that's just the semicircle handle that appears when you select the item.

About the cube: I only discovered this recently, but it seems that physics damage has been entirely removed from the engine. I had assumed that an object hitting the glass would deal damage to it (as in HL2 with the physcannon), but it seems you need a trigger_catapult to detect fast-moving objects.

Falsi sumus crusto!

Little interesting thing (I think) I found: some items appear to act differently depending on whether they are the original item or not, in the case of glass I couldn't find any trace of the built-in brushes. You might be able to turn breakable glass into an actual glass itemType. (I made a quarter thin wall item, setting the frames to be empty instances so they won't compile, and I couln't find any trace of the standard brushes in-game or inside the vmfs.)

There actually is a model for the glass, not the frame, and using the glass itemtype for me added the normal glass, but tiled with a border around all edges in the in-editor view.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
Little interesting thing (I think) I found: some items appear to act differently depending on whether they are the original item or not, in the case of glass I couldn't find any trace of the built-in brushes.

Yep, the editor generates them at compile-time. That's also how the Stylechanger works. Hardcoded item properties add brushes to the VMF before passing it to VBSP.

Falsi sumus crusto!
FelixGriffin wrote:
As far as I know it's C#.

Source code; who has it? I can help immensely! :thumbup:

Image
Click my Steam Profile image to view my Portal 2 Workshop!

Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests
wildgoosespeeder wrote:
FelixGriffin wrote:
As far as I know it's C#.

Source code; who has it? I can help immensely! :thumbup:

I do, but only for an old version. You should PM Ben or Carl.

Falsi sumus crusto!
wildgoosespeeder wrote:
FelixGriffin wrote:
As far as I know it's C#.

Source code; who has it? I can help immensely! :thumbup:

message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
wildgoosespeeder wrote:
FelixGriffin wrote:
As far as I know it's C#.

Source code; who has it? I can help immensely! :thumbup:

message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =

Done deal. Check your friend invites.

Image
Click my Steam Profile image to view my Portal 2 Workshop!

Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests

Now that I have the source code, I have fixed and added many things. Too many to list but I'll give a preview:

Old:
http://i.imgur.com/mo43lUA.png

New:
http://i.imgur.com/Rsj44eg.png

:thumbup:

Image
Click my Steam Profile image to view my Portal 2 Workshop!

Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests
wildgoosespeeder wrote:
Now that I have the source code, I have fixed and added many things. Too many to list but I'll give a preview:

Old:
http://i.imgur.com/mo43lUA.png

New:
http://i.imgur.com/Rsj44eg.png

:thumbup:

Based only on the images I'm sorry to say that I prefer the old one. Yours sacrifices "all items" space in order to add the BEEMOD banner at the top and more rows to the temp holding area, neither of which are things that I care about as a user.

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