Felix's Hammer Notepad
Quote from FelixGriffin on November 20, 2013, 8:19 amUpdate on the Adhesion Cubes!
http://www.youtube.com/watch?v=NDRyDqGGJdY
Unfortunately an error in Source prevents me from letting the cubes stick together when they're not attached to a wall. If anyone knows a way to move constraints at run-time please let me know.
Update on the Adhesion Cubes!
http://www.youtube.com/watch?v=NDRyDqGGJdY
Unfortunately an error in Source prevents me from letting the cubes stick together when they're not attached to a wall. If anyone knows a way to move constraints at run-time please let me know.
Quote from FelixGriffin on November 21, 2013, 8:22 amYesterday I had a great idea for a new test element (at least, it seemed great at eleven at night), and I'm trying to implement it now. It should allow for some pretty cool portal-less gameplay.
Yesterday I had a great idea for a new test element (at least, it seemed great at eleven at night), and I'm trying to implement it now. It should allow for some pretty cool portal-less gameplay.
Quote from ChickenMobile on November 23, 2013, 5:59 amWhy not work with sicklebrick to make the most adhesion gel ever?
Why not work with sicklebrick to make the most adhesion gel ever?
Quote from FelixGriffin on November 23, 2013, 7:15 amThat's what I'm probably going to do, I designed all this to be independent of the Adhesion Gel implementation. But neither of us has the gel working well enough to release yet.
That's what I'm probably going to do, I designed all this to be independent of the Adhesion Gel implementation. But neither of us has the gel working well enough to release yet.
Quote from FelixGriffin on December 5, 2013, 10:12 pmI've been playing around with Sickle's implementation, and hope to upload a comparison video here soon. My conclusion is that both have their pros and cons, and the choice depends mostly on what type of test you want to make. At the moment I'm working on letting them work side by side; it mostly works but the gel sometimes takes on conversion properties (which is not always desirable).
I've been playing around with Sickle's implementation, and hope to upload a comparison video here soon. My conclusion is that both have their pros and cons, and the choice depends mostly on what type of test you want to make. At the moment I'm working on letting them work side by side; it mostly works but the gel sometimes takes on conversion properties (which is not always desirable).
Quote from FelixGriffin on December 13, 2013, 11:33 pmTwo Adhesion Gel implementations coexisting in a single map!
Two Adhesion Gel implementations coexisting in a single map!
Quote from FelixGriffin on June 17, 2014, 10:33 pm*blows dust off Authoring Tools*
I haven't really done anything with Portal 2 in a while, but today I'm opening up Hammer again and trying to build another test element in under one hour. Let's see if it's possible.
*blows dust off Authoring Tools*
I haven't really done anything with Portal 2 in a while, but today I'm opening up Hammer again and trying to build another test element in under one hour. Let's see if it's possible.
Quote from FelixGriffin on June 18, 2014, 8:44 amAnd here is yesterday's video.
https://www.youtube.com/watch?v=LOO3zHCfGxU
Portals in mid-air! Controls: press either mouse button to launch the corresponding energy ball, press the same button again to open it into a portal. As shown at the end of the video, you can have both out at once.
And here is yesterday's video.
https://www.youtube.com/watch?v=LOO3zHCfGxU
Portals in mid-air! Controls: press either mouse button to launch the corresponding energy ball, press the same button again to open it into a portal. As shown at the end of the video, you can have both out at once.
Quote from FelixGriffin on June 18, 2014, 9:37 amRefinements since that video was made:
- Portal-balls use better particle effects (from core P2)
- Portal-balls move 4x as fast as shown here, unless the player is ducking when they are fired (for more precision)
- Removed annoying visual stutter when moving through portals (for players and portal-balls)
- Removed particle effects "bleeding" through portals (which caused the blue portal to have an orange rim on the inside and vice-versa)
- Made portals change angles so that the velocity of the ball is normal to the surface at the time of opening
Refinements since that video was made:
- Portal-balls use better particle effects (from core P2)
- Portal-balls move 4x as fast as shown here, unless the player is ducking when they are fired (for more precision)
- Removed annoying visual stutter when moving through portals (for players and portal-balls)
- Removed particle effects "bleeding" through portals (which caused the blue portal to have an orange rim on the inside and vice-versa)
- Made portals change angles so that the velocity of the ball is normal to the surface at the time of opening
Quote from FelixGriffin on June 18, 2014, 12:29 pmImproved version!
Improved version!