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[WIP] Portal prefabs

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I'm working on prefabs for Portal, mainly for myself, and they're almost finished. I know there are some prefabs here already, but I don't think they're as extensive as my collection. There are 45 prefabs in mine. It includes ball launchers (wall, ceiling, floor, rotating), ball catchers (wall, ceiling, floor, caged), buttons, switches, lightrails (corner, end caps), platforms, box dropper, elevators (entry and exit with portal/time/steps counter), incinerator, signs, observation rooms etc. They're automatically named when they're inserted, so you could for example insert two ball catchers and their entities won't get the same names. Let me know if you're interested. Then I even might write instructions for them and upload them to the Download Database. :)

I completely am, I am one of those guy that think it is a waste of time to reinvent the wheel.

Your prefab collection is more extensive than CP4P, the one that is already pretty popular here. Looks good.

An advice I give you is to make a nice documentation for your prefabs (what is the name of the filter, of the func_door, etc...) so they are easy and instinctive to use.

The documentation of CP4P was excellent, and if you do the same, your package sure should rock!

Thanks to Portal, someone's birthday is now the most feared day in the year...
NO! THE CAKE! NOOOOOOOO !

The reason I ask is that I don't think it would be a good idea to release the prefabs without a proper documentation, as you said Hyakkidouran. But if nobody was interested in them, I wouldn't have liked to write descriptions for 45 prefabs in vain.

This is how I plan to make the documentation. Would like some feedback before I continue.

Download demo

I smell the first prefab review.

Or is that my dinner from last night?

Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.

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Grudge wrote:
I smell the first prefab review.

Or is that my dinner from last night?

I think there are some other real maps that could use it, ahem Accident Prone? ;)

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msleeper wrote:
I think there are some other real maps that could use it, ahem Accident Prone? ;)

Within time, but I don't think just maps should recieve all the glory. It's just as much hard work to make a model.

But yes, accident prone is pretty.

Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.

Image
Grudge wrote:
It's just as much hard work to make a model.

In terms of time :
- Source mapping is 75% modeling, 25% texturing.
- Modeling is 25% modeling, 75% texturing.
Choose your favorite side.

NykO18 wrote:
In terms of time :
- Source mapping is 75% modeling, 25% texturing.
- Modeling is 25% modeling, 75% texturing.
Choose your favorite side.

Going to assume that by "modeling" you mean "creating brushwork" and not actually modeling. Let's not forget the fun of I/O entities too!

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Yes, in fact I was looking for a term saying "brush working, playing with entities and I/O" in vain.

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