Ben and August’s Extended Editor (BEEMOD) & BEE2
Thanks!
Yaru wrote:
Could you add in future versions a couple more of styles, Pre-GLaDOS re-activation (with plants and destroyed chambers) and Wheatley (with malfunctioning panels and half-broken chambers) specifically?
Thanks!
TeamSpen210 wrote:
Have them in two seperate blocks, so the trigger is on the front side of the door.
Yeah, that's what I had to do in then end. Aside from the fact that the door isn't flush with the wall on either side, it works out pretty well. The fizzler is right up against the door since they're both on the edge of their respective blocks, the trigger is only on the one side, etc.
I would have there to a question.
Is it possible, as in the switches, cubes and balls into a common object to add together and get so with space for other editor elements.
For example, there are the white wall and black wall in each case as a separate object, it would be feasible to bring this into an object together, the glass wall, the white wall and the fencing wall is then then the black?
Sincerely hope that you understand me, my English is not so good and have it translated with Google.
Hallo Du hast eine tolle Arbeit gemacht mit dem BeeMod 2 f?r Portal 2, finde den genial.
Ich h?tte da eine Frage zu.
Ist es m?glich, wie bei den Schaltern, W?rfel und B?lle in ein gemeinsames Objekt zusammen zu f?gen und so mit platz f?r weitere Editor-Elemente zu bekommen.
Ein Beispiel: es gibt ja die Wei?e Wand und die Schwarze Wand jeweils als eigenst?ndiges Objekt, w?re es machbar dies in ein Objekt zusammen zu bringen, die Glas-Wand ist dann die Wei?e-Wand und die Gitter-Wand dann die Schwarze?
Hoffe sehr das Du mich verstehst, mein Englisch ist nicht so gut und habe es mit Google ?bersetzen lassen.
TeamSpen210 wrote:
We've basically combined items as much as they can be. I was intending the quarter white/black walls to be one item, but the way the PTI works makes that impossible.
Thanks for the answer
I use BEEmod 2 with the overgrown style, but the laser catchers & relay doesn't activate anything...
The laser go in the catcher (or in relays), signal becomes orange, but the X stay a X, and the item linked doesn't activate.
How to fix it please?
I've been using BEEMOD for quite some time now, and I think its awesome, thank you sooo much! I do have a few questions though:
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How do i get the vucuum tubes to work in PTI? Everytime I compile a map in portal 2's editor with beemod's vacuum tubes, the game crashes, without error.
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I can't seem to figure out how to use the portal deflection cube. Shooting portal at it doesn't do a thing...
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Catwalks can only be placed on the ground, so a horizontal face. But then there's no real use for them because you'll always need a floor, so a floating catwalk can't be done...?
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I am still figuring out how to use the glados choreo box, do you always need some kind of trigger for her to start talking? And does the style make any difference? (i understand that no voices means no glados, and in the 19##'s there's Cave, so i understand, but in clean style I cannot trigger her tot talk?)
Thank you in advance! I would really like to know how this all works! I'm excited to use those items!
Matthie456 wrote:
Hi Guys,I've been using BEEMOD for quite some time now, and I think its awesome, thank you sooo much! I do have a few questions though:
How do i get the vucuum tubes to work in PTI? Everytime I compile a map in portal 2's editor with beemod's vacuum tubes, the game crashes, without error.
I can't seem to figure out how to use the portal deflection cube. Shooting portal at it doesn't do a thing...
Catwalks can only be placed on the ground, so a horizontal face. But then there's no real use for them because you'll always need a floor, so a floating catwalk can't be done...?
I am still figuring out how to use the glados choreo box, do you always need some kind of trigger for her to start talking? And does the style make any difference? (i understand that no voices means no glados, and in the 19##'s there's Cave, so i understand, but in clean style I cannot trigger her tot talk?)
Thank you in advance! I would really like to know how this all works! I'm excited to use those items!
AFAIK Portal Deflection Cubes are still broken. They were badly designed to begin with and didn't scale well. But if enough people want them, I can see about rebuilding them.
As TS said, catwalks are meant to go on the ceiling.
Choreo boxes always need triggers, use a monostable or a trigger_once if you want the line to only happen once.
TeamSpen210 wrote:
You'll want to run the stylechanger exe in your portal 2 folder, so the wall textures change correctly. You'll want to install the latest copy of my mod, since I did some changes to the relays/catchers.
Thanks ! I did it, the catcher works, but not the relay.
This is a big pity because I had hoped this item would finally allow me to build a puzzle that I otherwise cannot build because of the small position varieties of portals on a single pad.
I would like to know a few semi-advanced things? First, how do you compile objects into a single menu entry? As in what happens with the buttons, cubes, and paint gels when using portal 2 collapsed layout? I would like to do the same to panels (flipping wall panel/glass panel/breakable glass panel, etc), and angled panels, and gave the coding a shot, but couldn't get it to work.
The other thing - also related - is I would like to create my own bee2 addon pack, but wouldn't know where to start. I'd like to add some decorative props, like trees, props to make my own enterable observation booth, basically decor and easter eggs. I saw a thread in the steam workshop for adding hammer objects to the pti, but in the comments it said there were coding errors in the tutorial.
Oh also, regarding Bee2, when I try to use the "Dice signage 1" item, it crashes my portal 2 to dekstop immediately upon trying to drag it onto the map without fail. Is it broken?