Gel creating/modding

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TheDarkness73
14 Posts
Posted May 19, 2011
Does anyone know if it is possible to create a gel, because I have some ideas for some types of gels, but I'm not really sure how to 'create' one. Might there be a tutorial out there for it?
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Matt_mg
13 Posts
Posted May 19, 2011
Replied 1 hour later
Sadly you're going to need someone who knows how to code things if you want to do that, it can't be done in Hammer.
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NocturnalGhost
200 Posts
Posted May 19, 2011
Replied 30 minutes later
ReepBlue made an interesting Electric gel:
18ZMM6XPcQY

Fuck knows how he did it though.

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TheDarkness73
14 Posts
Posted May 19, 2011
Replied 2 hours later
I will go ask him then. I got some neat puzzle ideas, like gels that cause gels to bounce, and one to make portals bounce
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msleeper
4,136 Posts
Admin
Posted May 19, 2011
Replied 6 hours later
To my knowledge, it is not possible to "mod" Portal 2 at this time.
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Jomonay
294 Posts
Posted May 19, 2011
Replied 14 minutes later
I distinctly remember me, Omnicoder and whoever else sending e-mails to Valve a while back to specifically ask for a way to modify gel properties through a text file, or something similar. I hope this bears fruit, so to speak
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mbortolino
10 Posts
Posted May 20, 2011
Replied 10 hours later

NocturnalGhost wrote:
Fuck knows how he did it though.

It looks like a prop_paint_bomb is spawned & it's not a proper custom gel type using info_paint_sprayer.

Then I guess there are triggers on the walls (trigger_multiple with filter_activator_name/class) that spawn a template (point_template with env_entity_maker) at the !activator position (onStartTouch;entitymakername;forceSpawnAtEntityOrigin;!activator), & this spawns trigger_hurts, particle fx etc wherever the paint bomb splats.

It's probably possible to use the same technique on info_paint_sprayer gel, but would be expensive & messy with the huge amount of ents being template spawned.

I think that's the limit of i/o in changing paint properties. I wonder if vscript could do more?

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mickyficky
46 Posts
Posted May 20, 2011
Replied 7 hours later
Valve originally planned on adding a gel that enables you to walk on any surface the gel is on. Sadly they removed it due to motion sickness in test players.

I say: **** those wimps, I want my glue gel :smile:

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CroSSGunS
23 Posts
Posted May 22, 2011
Replied 1 day later
I've never experienced motion sickness in any game, including those with little amounts of reference points, like Mirror's Edge... I have never understood why people get sick playing games!

But yeah, sticky gel would, as it changes perspective and if you do that repeatedly enough times at a certain frequency, it'll cause everyone but the most stout-stomached to become sick. It's science.

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ChickenMobile
2,460 Posts
Posted May 22, 2011
Replied 8 minutes later
You can still recreate an illusion of walking on walls using a linked_portal_door. :smile:
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Snapper576
81 Posts
Posted Mar 04, 2013
Replied 1 year later
Anyone know where the codes for the gel are?
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FelixGriffin
2,680 Posts
Posted Mar 04, 2013
Replied 3 hours later
In the EXE file, where you can't get at them. :smile:

But you can use the "Portal 1 method" if you feel ambitious, you cover the floors and walls with a grid of little triggers to detect specific prop_paint_bombs and spawn something when they're detected. This means you can't use gel streams, and it really limits how you can build the map, but it's pretty much the only way.

Of course, if you don't want the gel to do different things depending on the angle of the wall (unlike all the original ones), you can do what Reepblue did here--use a fancy point_template for your gel bomb, with OnExploded spawning something else. That's how I made antigravity gel a while back. It spawned a spherical trigger_vphysics_motion around where it landed that reversed gravity within it.

And if you want another gel color to use, buffer overflow gel 6 is a fairly safe one. Carl's using it for Adhesion Gel and 1 for Reflection Gel, since 6 has purple splatters and printable texture names (materials/paintblob for the color of the blobs, CPropPaintBomb for the particle effect when it splatters).