[ Portal 2 Coop Mod ] beGLADOS
tecsperk wrote:
I'm not the idea person here, as I said, I am just the texture artist.Ask the actual map dev if you want.
Also, have you looked at the other screenshots as the videos (as I am told) are not reflective of the main dev's mapping abilities now.
fair enough; I'll see if I can do something within the next few days so we can get the signups working again. That should allow your mapper to sign up as well.
I can only judge the work from what I've seen so far, and what I've seen so far hasn't impressed me yet. I think I can't wait for next week then and see the more impressive stuff 
If there isn't, I'll post a thread.
To open the Socket: InsSocket_Open
To get wheatley out: InsSocket_Aus
Hope you know how to use instances.
We have a scripter (Felix Griffin) and he started to work, me too.
So i will post all screenshots of the mod here, you will be happy.
If you want to help the mod, you can. We search guys. (Texture artist, scripters, ideas, story writer, and more..)
Oh, and TecSperk gives me his account, so i'm samditmissile, the creator of the mod.
And do you know how to make the fog when you are outside of the test chambers?
So you have a view proxy in a black room with maybe reskins or a color correction or something. A game_ui with left and right movement keys add and subtract from a math_counter, which sends an outvalue-invalue output to a logic_case. Depending on which case it is, logic_relays are enabled and disabled. When you click, the relay that is enabled is triggered, another camera is enabled from that, plus any brushes that fit over the view/screen overlays. From there, a game_ui is activated that lets you control droppers and cameras.
CamBen wrote:
Agreed. I have a vague idea of how you did it, is this correct?
Close, but not quite. I'm using a script instead of a math_counter, and the rotation is managed by a func_rotating (which is carefully kept to the proper positions by the script). The icons are little brushes with a custom selfillum texture (I took a model-viewer screenshot, then used Photoshop: convert to black and white, glowing edges, minimize brightness, maximize contrast, then delete the red and blue channels and copy the green channel to alpha 1). When the script adds an icon it spins the ring to the proper position, spawns the template in front of the viewcontrol, parents it, then spins the ring back to 0.
Incidentially, in the course of making this I discovered that you can have multiple game_uis active at once. I built a mutex to prevent this, which is what causes the slight stutter when you "zoom out": one viewcontrol is deactivated before the other is activated, so you see out of the player's eyes for a moment.
EDIT2: That stutter is actually invisible in the video due to the heavy lag when recording. I hadn't noticed that.
EDIT: Also, the effect when you're looking through a camera is a carefully-placed func_brush in front of a viewcontrol with limited FOV. The texture uses the Modulate shader to change the colors the player sees rather than blocking their view. Bonus points if you can tell where I got the texture from.
Wait was the view texture from some half life 2 combine binoculars?
FelixGriffin wrote:
Since I haven't been able to get in touch with the mappers, I'll post a video here.
Man, if the mod dies... you must do your own stuff with this. is just.. awesome =D!!
CamBen wrote:
Wait was the view texture from some half life 2 combine binoculars?
Correct. It was meant to be used with an env_screenoverlay, but that no longer works.
yishbarr wrote:
Those look like PTI models in the green screen?
The box dropper, paint sprayer, and turret are. The camera and rocket sentry aren't.
Anyways, If you need a story writer or a musical composer, ill be glad to do that. I already have 2 ideas for stories, so you can just PM me for them.
Can't wait to see the final product!
I don't know how the mod creators plan to use this, I think one player will be a test subject and the other will be GLaDOS or another core. It could also work with single player once I get the portalgun element working properly, which gives you almost all the capabilities of a test subject.