The ThinkingWithPortals Map Showcasing Thread

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CamBen
973 Posts
Posted Jul 07, 2014
Replied 2 hours later

srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?

yes, it could. I've been trying for a while to come up with one that looks cool for my mod but I haven't gotten any good ideas yet.

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Gemarakup
1,183 Posts
Posted Jul 07, 2014
Replied 1 hour later
I didn't know that was possible. I always thought it was some kind of continuous particle.
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TeamSpen210
608 Posts
Posted Jul 07, 2014
Replied 1 hour later
Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.
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Habzs
225 Posts
Posted Jul 07, 2014
Replied 4 hours later

srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?

The same could be done to light bridges.
Heavy WIP:
ss (2014-06-28 at 06.54.48).jpg

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srs bsnss
552 Posts
Posted Jul 08, 2014
Replied 5 hours later

Habzs wrote:
srs bsnss wrote:

How'd you do that? And, could the same method be applied to light bridges?

The same could be done to light bridges.

TeamSpen210 wrote:
Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.

I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?

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TeamSpen210
608 Posts
Posted Jul 08, 2014
Replied 26 minutes later
You'd probably want to make modified versions of the particles too - the "projected_wall_impact" particle appears at the end of lightbridges and when it passes through portals. (This particle actually isn't preached properly by the projector entity, causing brief lag when turned on; put a particle system with this property somewhere to prevent this. Valve probably didn't notice since they very rarely/never have bridges/lasers/funnels not always running.)
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Habzs
225 Posts
Posted Jul 08, 2014
Replied 2 hours later

srs bsnss wrote:
Habzs wrote:

srs bsnss wrote:

How'd you do that? And, could the same method be applied to light bridges?

The same could be done to light bridges.

TeamSpen210 wrote:

Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.

I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?

It's done by adding a pak file, in the update folder. Ofc, if I were to release a map with this, you'd have to replace your own pak01_dir file.

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FelixGriffin
2,680 Posts
Posted Jul 08, 2014
Replied 3 hours later

srs bsnss wrote:
if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT

I sort of cheated in that map--the colored light bridges (which are all conveniently pointed at non-portalable walls) are just prop_dynamic emitters with togglable func_brushes and particle systems in front of them.

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d3m0l1sh3r
26 Posts
Posted Jul 09, 2014
Replied 1 day later

"Mister Johnson?"

CJ.jpg
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User
630 Posts
Posted Jul 09, 2014
Replied 5 hours later

d3m0l1sh3r wrote:
"Mister Johnson?"

Looks awesome

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CamBen
973 Posts
Posted Jul 10, 2014
Replied 9 hours later
Wait did you actually manage to get a Caroline model in, or is that shopped? (I know how to get hl2 humanoids into portal 2 but I've never seen a Caroline 3d mesh)
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d3m0l1sh3r
26 Posts
Posted Jul 10, 2014
Replied 6 hours later
Caroline is added by PS
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Rlski
23 Posts
Posted Jul 13, 2014
Replied 3 days later
Some extended relaxation chambers i'm working on. Might be an intro for a map or something.

More pictures.

Any feedback greatly appreciated !

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tile
380 Posts
Posted Jul 14, 2014
Replied 1 day later
-snip-

Rlski wrote:
Some extended relaxation chambers i'm working on. Might be an intro for a map or something.

More pictures.

Any feedback greatly appreciated !

It looks good.
could use more stuff in the sky, right now it looks...weird. just a big white light right now; but if more light actually came down from there it might look pretty good.

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CamBen
973 Posts
Posted Jul 14, 2014
Replied 3 hours later
http://www.youtube.com/watch?v=i4J2AuDZbVI
A far better gravity gun than anyone has ever managed to create in Portal 2, including all 15+ of my previous versions.
still needing fixing:
-viewmodel is a bit too large
-might tweak the draw animation
-drop sound
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Habzs
225 Posts
Posted Jul 14, 2014
Replied 45 minutes later

tile wrote:

stop right there: you seem to have forgotten that i told you this; and that these were modified from when i first did it. credit where it's due.

My apologies. I was rushing when I posted the video and must have forgotten to add it. Also, I made the textures from scratch. Not modified from yours, just to clear things up.

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FelixGriffin
2,680 Posts
Posted Jul 14, 2014
Replied 1 hour later
The gravity gun looks very nice! Does it still fire through walls?
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CamBen
973 Posts
Posted Jul 14, 2014
Replied 30 minutes later
sadly, yes. I'm not good at all at scripting, so I can't do much of the whole tracing beams or whatnot.
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tile
380 Posts
Posted Jul 14, 2014
Replied 8 minutes later

CamBen wrote:
sadly, yes. I'm not good at all at scripting, so I can't do much of the whole tracing beams or whatnot.

perhaps taking a look at the sendificator could help with that. it works the same way, all you'd need is to have the firing outputs not fire onto an object if the beam doesnt touch it through the wall.

and now for something i made for the iris initiative:


the transporter and a video it plays, plus this update.

fun fact regaurding the scenic video:
it's actually footage from somewhere in mexico that i took while i was there.

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CamBen
973 Posts
Posted Jul 15, 2014
Replied 1 hour later
Yea I tried modifying the sendificator script but I can't really get anything from it.