Ben and August’s Extended Editor (BEEMOD) & BEE2
wildgoosespeeder wrote:
There seems to be a problem with the breakable glass object. It doesn't appear as glass in the usual sense in the editor (I know it is different but it doesn't show anything). When I see a bouncy cube ricocheting off the glass, it doesn't break.
Those are both my fault. I didn't know how to model at all when I made the breakable glass, so I used the built-in glass model. Unfortunately that's just the semicircle handle that appears when you select the item.
About the cube: I only discovered this recently, but it seems that physics damage has been entirely removed from the engine. I had assumed that an object hitting the glass would deal damage to it (as in HL2 with the physcannon), but it seems you need a trigger_catapult to detect fast-moving objects.
There actually is a model for the glass, not the frame, and using the glass itemtype for me added the normal glass, but tiled with a border around all edges in the in-editor view.
TeamSpen210 wrote:
Little interesting thing (I think) I found: some items appear to act differently depending on whether they are the original item or not, in the case of glass I couldn't find any trace of the built-in brushes.
Yep, the editor generates them at compile-time. That's also how the Stylechanger works. Hardcoded item properties add brushes to the VMF before passing it to VBSP.
FelixGriffin wrote:
As far as I know it's C#.
Source code; who has it? I can help immensely! ![]()
wildgoosespeeder wrote:
FelixGriffin wrote:As far as I know it's C#.
Source code; who has it? I can help immensely!
I do, but only for an old version. You should PM Ben or Carl.
wildgoosespeeder wrote:
FelixGriffin wrote:As far as I know it's C#.
Source code; who has it? I can help immensely!
message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =\
BenVlodgi wrote:
wildgoosespeeder wrote:FelixGriffin wrote:
As far as I know it's C#.
Source code; who has it? I can help immensely!
message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =\
Done deal. Check your friend invites.
Old:
http://i.imgur.com/mo43lUA.png
New:
http://i.imgur.com/Rsj44eg.png
![]()
wildgoosespeeder wrote:
Now that I have the source code, I have fixed and added many things. Too many to list but I'll give a preview:Old:
http://i.imgur.com/mo43lUA.pngNew:
http://i.imgur.com/Rsj44eg.png
Based only on the images I'm sorry to say that I prefer the old one. Yours sacrifices "all items" space in order to add the BEEMOD banner at the top and more rows to the temp holding area, neither of which are things that I care about as a user.
Your mod is really interesting and amazing.I've seen videos and images with bee2 installed and working
but in my case it does not works as expected.
The problem is that items in panel does not appear so i cannot drag nothing into the palette,everything else works(i can extract premade palettes,save palette and styles are functional).
Any idea,suggestion to solve this issue?
Thanks for reading.
please help
DJ Goo: the configuration file that the BEE2 edits to change the palette is only loaded during the game startup, so the game must be restarted for changes to take effect. It's theoretically possible to change styles without restarting, but even that wouldn't work very well and would require a lot of work.
Skotty wrote:
Nice stuff you have done there. But next time it would be at least very nice to read my name somewhere in the credits. I just found out my stuff is used here by a random PM.
Hey Skotty, I did use some resources you uploaded for things like HEPs, and maybe even others, I know your name is listed on the website, but it may not be listed in the readme, I'll be sure to add it if it isn't.
Anyway, thanks so much for making this. I finally installed BEEMOD today. Huge improvement. Needed doors. Got more than I bargained for, but in a good way.
A quick question: how do I make a one-way door, that only opens from the one side? A multi trigger is really close to ideal, but the player can just walk at the door from the wrong side and open it. I tried some logic with triggers (one on either side of door), the exit-side trigger is connected to a NOT gate, other trigger and NOTgate are connected to and gate, AND gate connected to door. Buuuut the door seems to stay open.
I also have an item I made (antline magnet), which lets you put signage like that, but facing outward. It lets you fit 8 checkmarks with signs into one block.