Portal 2 E3 Revival Project? anyone?

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Gemarakup
1,183 Posts
Posted Oct 13, 2013
Replied 5 hours later
No, you just put them in folders without adding them to the archive.
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Chilius03
96 Posts
Posted Oct 13, 2013
Replied 31 minutes later
...What?
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User
630 Posts
Posted Oct 13, 2013
Replied 2 hours later
you go to the folder portal2/portal2 and place there the materials/models etc. instead packing them to the .vpk
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Gemarakup
1,183 Posts
Posted Oct 13, 2013
Replied 5 hours later
Or the portal2/portal2_dlc2 or the portal2_dlc3.
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Chilius03
96 Posts
Posted Oct 14, 2013
Replied 14 hours later
...I didn't know bout this?

Everyone, It's the crosshair needed not needed, Who is best at ripping sounds, we need to update wheatly's voice.
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Chilius03
96 Posts
Posted Oct 14, 2013
Replied 2 minutes later

reepblue wrote:
yishbarr wrote:

http://portal.gamebanana.com/skins/100144

That is a model based off of a beta model from Portal 1. Valve used the Portal 1 stock model with a new skin and sprites. Thing is, the view model calls particles instead of sprites now so you need to play in the particle editor and it will not be 100% accurate.

I really want his door model/skin. If it will work with the portal door they used in the demos, it's a home run.

I think it's a ripped file from some beta textures, the cube has leftover beta textures in the files somewhere.

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Chilius03
96 Posts
Posted Oct 14, 2013
Replied 1 minute later

reepblue wrote:
yishbarr wrote:

http://portal.gamebanana.com/skins/100144

That is a model based off of a beta model from Portal 1. Valve used the Portal 1 stock model with a new skin and sprites. Thing is, the view model calls particles instead of sprites now so you need to play in the particle editor and it will not be 100% accurate.

I really want his door model/skin. If it will work with the portal door they used in the demos, it's a home run.

I think it's a ripped file from some beta textures, the cube has leftover beta textures in the files somewhere.

EDIT:The post duplicated? anyone gonna delete this post?

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Gemarakup
1,183 Posts
Posted Oct 14, 2013
Replied 30 minutes later
No, it's not. Reepblue was one of the co creators of project beta, so he knows.
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Chilius03
96 Posts
Posted Oct 14, 2013
Replied 2 hours later
I meant Portal 2
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Gemarakup
1,183 Posts
Posted Oct 15, 2013
Replied 8 hours later
Yeah, that's not a real P2 Beta gun, but it's probably the closest we have without having any model ports.
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Gemarakup
1,183 Posts
Posted Oct 18, 2013
Replied 3 days later
Image of some beta style unused maps we could take examples from. Using what's shown in the pictures used together with beta styled content would make awsome maps. What I see here is that the maps have constructing panels even in clean chambers (probably because it's sort of a completely new chamber being built) and they use quick construction animations (Unlike the final maps that the panels play the slow "Powerup" animations), Lots of missing panels exposing more BTS areas than what the final maps have, a strong blue fog that in my opinion looks better than the fog used in wheatley maps (If anyone would recommend keyvalue's, that would be nice). I didn't post pictures of the reconstructing chambers, because they are just about the same. I hope this helps anyone who likes it like I do. (The models used in the images look different too).
[http://images2.wikia.nocookie.net/cb20110520160544/half-life/en/images/2/2e/Crushers_room_TFH.jpg](http://images2.wikia.nocookie.net/cb20110520160544/half-life/en/images/2/2e/Crushers_room_TFH.jpg)
[http://images2.wikia.nocookie.net/cb20100619075460/half-life/en/images/c/c5/31422.jpg](http://images2.wikia.nocookie.net/cb20100619075460/half-life/en/images/c/c5/31422.jpg)
[http://images3.wikia.nocookie.net/cb20110523031350/half-life/en/images/9/94/Portal-2-021.jpg](http://images3.wikia.nocookie.net/cb20110523031350/half-life/en/images/9/94/Portal-2-021.jpg)
[http://images2.wikia.nocookie.net/cb20110523031207/half-life/en/images/d/d3/Portal-2-031.jpg](http://images2.wikia.nocookie.net/cb20110523031207/half-life/en/images/d/d3/Portal-2-031.jpg)
[http://images3.wikia.nocookie.net/cb20110322030915/half-life/en/images/0/01/Repulsion_gel_effect.jpg](http://images3.wikia.nocookie.net/cb20110322030915/half-life/en/images/0/01/Repulsion_gel_effect.jpg)
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User
630 Posts
Posted Oct 18, 2013
Replied 2 hours later
Hm, i think the beta maps are just looking good, because 1. The light comes from the bottom, instead of above. 2. (im not sure, but) The vactubes have other reflections, or models.
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Gemarakup
1,183 Posts
Posted Oct 18, 2013
Replied 3 minutes later
Light_enviroments come from the entire skybox. So, they probably used sky_fog for the texture. (Yes, the tubes have different flange models).
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Chilius03
96 Posts
Posted Oct 18, 2013
Replied 3 hours later
Some of the lighting is smooth.
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Chilius03
96 Posts
Posted Oct 19, 2013
Replied 1 day later
Reep could probably batch us up with some help on lighting or someone else.
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Chilius03
96 Posts
Posted Oct 19, 2013
Replied 1 minutes later
actually i wanna say, what happened to Spongylover12345? he had some nice E3 stuffs.
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Gemarakup
1,183 Posts
Posted Oct 20, 2013
Replied 11 hours later
He needs more mappers. Yeah, he had some nice things, but it seems like he was using fog from the global ents, and that doesn't fit. I decompiled a good beta style map, and I'm going to look at the env_fogcontroller.
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Gemarakup
1,183 Posts
Posted Oct 21, 2013
Replied 1 day later
I don't know if it's true, but beta style uses clean framework textures.
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reepblue
894 Posts
Posted Oct 22, 2013
Replied 1 day later

yishbarr wrote:
He needs more mappers. Yeah, he had some nice things, but it seems like he was using fog from the global ents, and that doesn't fit. I decompiled a good beta style map, and I'm going to look at the env_fogcontroller.

I just looked for old entities Valve left behind and used those.

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Gemarakup
1,183 Posts
Posted Oct 23, 2013
Replied 12 hours later
Oh, I don't know how you found those.