Ben and August’s Extended Editor (BEEMOD) & BEE2

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TeamSpen210
608 Posts
Posted Aug 24, 2014
Replied 1 hour later
No one has made one yet.
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quaternary
171 Posts
Posted Sep 05, 2014
Replied 12 days later
Kinda silly bug, but the selection area on pellet launchers and catchers is rotated 60 degrees the wrong way. Hovering over the "arms" doesn't select it, but the space between them does. Selections on the 4x2x1 block tool are a little wonky and frustrating to work with. Their mesh seems to be a small cube rather far away from the block itself. Can't selection meshes change with each button type?
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TeamSpen210
608 Posts
Posted Sep 05, 2014
Replied 32 minutes later
The blocks don't actually have a selection mesh - the cube thing is the default one. The meshes can change based on the models. I messaged Rantis about the HEP stuff.
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BenVlodgi
633 Posts
Posted Dec 08, 2014
Replied 3 months later
The selection mesh is a separate model that has to be created, most of the custom items people make don't have their own selection mesh. When there isn't a custom mesh set, the game uses a default small select-able area in the center of the voxel the item ocupies
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kyleprotecX
116 Posts
Posted Jan 18, 2015
Replied 1 month later
Does anyone think that they could make a program that adds instances into BEE2 Collections? So that way the community would be able to create an instance in hammer then use a program to put the instance into BEE2 As a PTI Item. That would be amazing
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TeamSpen210
608 Posts
Posted Jan 18, 2015
Replied 7 minutes later
Hopefully it should be easier with the new system to add an item. I might make a program to let you edit packages in a GUI-style format, but the thing is that the editoritems file is quite important and can't just be automatically generated. Every item is different, and what you set there can greatly affect how the instances are used. As an example, This folder is the package for the floor and pedestal buttons in clean style.
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kyleprotecX
116 Posts
Posted Jan 18, 2015
Replied 3 hours later

TeamSpen210 wrote:
Hopefully it should be easier with the new system to add an item. I might make a program to let you edit packages in a GUI-style format, but the thing is that the editoritems file is quite important and can't just be automatically generated. Every item is different, and what you set there can greatly affect how the instances are used. As an example, This folder is the package for the floor and pedestal buttons in clean style.

Hmm... Thanks

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Lime
17 Posts
Posted Jan 26, 2015
Replied 7 days later

Don't know if this is the right place but I'm having problems with dual pairs of autoportals.

https://dl.dropboxusercontent.com/u/119 ... 802%29.mp4

I want the two pairs of autoportals placed where they are. And still be able to shoot out of my portalgun without affecting them. As you see one of the pairs behave as I'd expect. But the other pair gets malplaced or disappear. Is this solvable?

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TeamSpen210
608 Posts
Posted Jan 26, 2015
Replied 10 minutes later
Autoportals always act weirdly if used with multiple active of the same colour, or when the player can shoot the same-colour portal. The new BEE2.4 items will help fix some of these bugs. I'll probably add a "channel" timer option on the items to explicitly allow having more than one pair of autoportals active at once.
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Lime
17 Posts
Posted Jan 26, 2015
Replied 49 minutes later
Oh I'm currently using 2.5 if I'm not mistaken. You recommend me to go back to 2.4?
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TeamSpen210
608 Posts
Posted Jan 26, 2015
Replied 3 minutes later
No, the new version of the BEE2, rewritten in Python. It's not released yet.
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Lime
17 Posts
Posted Jan 26, 2015
Replied 34 minutes later
I apologize if I seem slow. I'm not a regular and I get confused with the versions.

ok so there's a new version of BEE2 (rewritten in Python) to be released at some point. The name of that is Bee2.4.

I got my Bee2 from here: BEE2
The newest here seems to be BEE2 Alpha .2.5.But you can also download Alpha .2.4 if you want to. But the BEE2.4 you speak of isn't released yet.

Am I even downloading my BEE2 from the right place? Is there a BEE2.3 that I should be using instead of the Alpha .2.5? Sorry, I must sound very dumb. But I just had to ask in case I'm using the wrong version.

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TeamSpen210
608 Posts
Posted Jan 26, 2015
Replied 1 hour later
The Bee2.5 is the latest version. You might want to get my addons pack as well (see sig), since it includes a few fixes for some items and a lot of new ones.
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Lime
17 Posts
Posted Jan 27, 2015
Replied 7 hours later
Ok tnx
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BenVlodgi
633 Posts
Posted Jan 30, 2015
Replied 3 days later
The current release is BEE2 Version 2.5 also known as the BEE2.2.5
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Theepiccake1993
29 Posts
Posted Aug 03, 2015
Replied 6 months later

Both of the download sources for the TeamSpen items (BEE2 download and the download link on the site for the addon) don't give me all of the items, resulting in this error:

http://imgur.com/OQy8Nwj

Oddly enough, the styles that it broke and items that were lost used to work just fine before I was forced to reinstall Portal 2 after a completely unrelated error. Then, after the reinstall was done, I installed BEE2 and the TS items were missing and TS styles broken. Were they broken by an update?

(sorry for massive bump)

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TeamSpen210
608 Posts
Posted Aug 04, 2015
Replied 6 hours later
The selection models aren't actually too important, which is why quite a lot of models don't have one. The default model works fine for most models. Did you run the stylechanger exe?

I just realised that I never mentioned it here... there's a total rewrite of the BEE2 I've been working on. It's still a WIP (90% of my items haven't been reimplemented yet), but it has a lot of very powerful features.

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Theepiccake1993
29 Posts
Posted Aug 07, 2015
Replied 3 days later

TeamSpen210 wrote:
The selection models aren't actually too important, which is why quite a lot of models don't have one. The default model works fine for most models. Did you run the stylechanger exe?

I just realised that I never mentioned it here... there's a total rewrite of the BEE2 I've been working on. It's still a WIP (90% of my items haven't been reimplemented yet), but it has a lot of very powerful features.

OMG thanks! I ran stylechanger.exe (99% of the time, I forget to do that) and it works now!

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thad4002
1 Posts
Posted Jan 16, 2018
Replied 2 years later

BenVlodgi wrote:
facepalm... if its going to work on Linux its going to work on mac. I dont want to abandon them, but I havent heard of the BEEMOD working on macs, and I dont have one to test on. The BEE2 is being developed in C# which is primarily just for windows.

cant you make BEEMOD for Linux?

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BenVlodgi
633 Posts
Posted Mar 23, 2018
Replied 2 months later

thad4002 wrote:
cant you make BEEMOD for Linux?

BEEMOD1.5 works on mac, windows and linux.

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