Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from portal2tenacious on July 17, 2012, 2:34 pmFelixGriffin wrote:But you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?Does anyone even use the block light texture? I've never used it, except once when I was looking at tools. I completely forget what it is though
Does anyone even use the block light texture? I've never used it, except once when I was looking at tools. I completely forget what it is though
Quote from FelixGriffin on July 17, 2012, 2:59 pmBasically, it makes an artificial lightmap shadow. You can use it to get cool shadows from gratings and such.
What you were probably thinking of was the tools/toolsblack texture, which absorbs all light.
Basically, it makes an artificial lightmap shadow. You can use it to get cool shadows from gratings and such.
What you were probably thinking of was the tools/toolsblack texture, which absorbs all light.
Quote from portal2tenacious on July 17, 2012, 3:03 pmThis would be so much easier if Rubrica had finished the aesthetics of portal 2 post. Someone should really write that.
This would be so much easier if Rubrica had finished the aesthetics of portal 2 post. Someone should really write that.
Quote from BenVlodgi on July 17, 2012, 5:30 pmto make an invinite fall I would have a generic skybox with some bts elements added, then the designer would be given a few different blocks to use... large skybox blocks, some broken wall panels with skybox backings
a problem is that skyboxs draw behind everything
so you will get some weird drawings depending on which visleafs are visibleI've used the block light. I had a map where a crusher broken down a wall, but I didn't want the chambers lighting getting mixed with the lighting in the bts. and yes it can make some cool custom shadows when used with projected textures
to make an invinite fall I would have a generic skybox with some bts elements added, then the designer would be given a few different blocks to use... large skybox blocks, some broken wall panels with skybox backings
a problem is that skyboxs draw behind everything
so you will get some weird drawings depending on which visleafs are visible
I've used the block light. I had a map where a crusher broken down a wall, but I didn't want the chambers lighting getting mixed with the lighting in the bts. and yes it can make some cool custom shadows when used with projected textures
Quote from FelixGriffin on July 17, 2012, 5:31 pmOr maybe it could replace the goo with a giant world portal leading to a bottomless pit.
It's not like Valve doesn't like using world portals in the PTI already.
Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.
It's not like Valve doesn't like using world portals in the PTI already.
Quote from portal2tenacious on July 17, 2012, 5:38 pmFelixGriffin wrote:Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.It's not like Valve doesn't like using world portals in the PTI already.
True. I keep every visual setting as low as possible, and the world portals in the doors bug the hell out of me when I finish a map and look back at my work. It's just there...
What about a custom skybox like what was used in flings and roundabouts?
It's not like Valve doesn't like using world portals in the PTI already.
True. I keep every visual setting as low as possible, and the world portals in the doors bug the hell out of me when I finish a map and look back at my work. It's just there...
What about a custom skybox like what was used in flings and roundabouts?
Quote from BenVlodgi on July 17, 2012, 6:29 pmFelixGriffin wrote:Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.It's not like Valve doesn't like using world portals in the PTI already.
no, because the pit wont necessarily be square, besides that they are expensive
It's not like Valve doesn't like using world portals in the PTI already.
no, because the pit wont necessarily be square, besides that they are expensive
Quote from portal2tenacious on July 17, 2012, 6:56 pmBenVlodgi wrote:FelixGriffin wrote:Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.It's not like Valve doesn't like using world portals in the PTI already.
no, because the pit wont necessarily be square, besides that they are expensive
Make another earth buy it if it's so expensive. I'm sure you could trick a squid into buying it, and then steal it back.
It's not like Valve doesn't like using world portals in the PTI already.
no, because the pit wont necessarily be square, besides that they are expensive
Make another earth buy it if it's so expensive. I'm sure you could trick a squid into buying it, and then steal it back.
Quote from BenVlodgi on July 17, 2012, 8:21 pmperformance wise, if you had more than one pit you would get a ton of rendering errors, also to get the portal to be the exact size, you would have to use one for each voxel... the game would just die
performance wise, if you had more than one pit you would get a ton of rendering errors, also to get the portal to be the exact size, you would have to use one for each voxel... the game would just die
Quote from portal2tenacious on July 17, 2012, 8:25 pmWhat about the sky box idea? Could that work, or does this earth not have enough money for that?
What about the sky box idea? Could that work, or does this earth not have enough money for that?