Felix's Hammer Notepad
Habzs wrote:
FelixGriffin wrote:Habzs: If you set a portal to rendermode 10 it will redirect things without requiring the fancy lighting calculations.
I see. I didn't know changing the rendermode would affect portals.
It's really cool. It doesn't change the way the portal looks, it just doesn't transmit light, so you can have as many onscreen as you want. Same for worldportals.
Also how far is the Map-Pack you are working on?
I really should continue the Map I'd startet, I've taken a break from Mapping for a few weeks now...
yishbarr wrote:
There is a problem I have and that is that I don't know where to put the player marker. Now the player spawns outside the map when I walk on the gel. Also, it seems like that sometimes trigger_vphysics_motion being dissabled doesn't affect the bomb when a cube is fizzled off a button connected to it, but with a player walking off, it worked. Here's a screenshot of what I have so far: http://steamcommunity.com/sharedfiles/filedetails/?id=190741193
The map looks nice! The playermarker can go anywhere, the script parents it properly when the map starts up. I don't know about the vphysics_motion thing, but with the gel it sounds like the player's position is not updated properly. Could you post the last few lines from the console?
ERROR: Tried to SetParentAttachment for entity info_target (playermarker), but it has no parent.
Also, where do you place the world origin or whatever that target is called? Also anywhere in the map?
The @world_rotator needs to be somewhere near the center of the puzzle. It doesn't really matter where, but the world will rotate around it and thus the containing box needs to be centered on the rotator.
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.
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.
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.
- 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

