Lasers in Portal 1?
So, have anyone here seen something to simulate lasers?
(and sorry for the bad English
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EDIT: Also, a video I found on YouTube with lasers in Portal 1 (but using a static portal):
[yt:qsk5ee0w]http://www.youtube.com/watch?v=nxUN6Q-AHPs[/yt:qsk5ee0w]
FelixGriffin wrote:
There were some in Blue Portals, but iirc they were made of portal detectors. Parent an env_beam to one portal, then enable it when the other is in front of a laser.
But this way they'll always be in the middle of the portal. I was searching for something like the turret lasers, because they don't need a static portal and they aren't "created" in the middle of the portals. I already tried parenting the laser in the portal, but it looks weird in the end.
FelixGriffin wrote:
Those are hardcoded. I don't think there's a good way to replicate them without a mess of triggers or VScripts, which are P2-only.
I know, but, for example, reepblue know coding for Source games, and he edited the gravity gun, for example. But he is not the only person who knows how to create/edit Source codes (I think that Source uses the C++ language). So, maybe someone that understand C++ made some particle/model/entity that simulates this lasers. Or, maybe, someone have found some way to make the lasers more realistics in-game, without editing the Source codes 
HugoBDesigner wrote:
FelixGriffin wrote:
Those are hardcoded. I don't think there's a good way to replicate them without a mess of triggers or VScripts, which are P2-only.>
I know, but, for example, reepblue know coding for Source games, and he edited the gravity gun, for example. But he is not the only person who knows how to create/edit Source codes (I think that Source uses the C++ language). So, maybe someone that understand C++ made some particle/model/entity that simulates this lasers. Or, maybe, someone have found some way to make the lasers more realistics in-game, without editing the Source codes
As there's no source code available for Portal, no source-code edits can be made, unfortunately. As for purely map-based solutions, Reep's and HMW's solutions are the best I've seen.
p0rtalplayer wrote:
There's no good, dynamic way to do it. Various mappers have simulated the effects, like reepblue and HMW. I recall HMW posted a file with prefabs back on mAL, you could take a look at it.
Thanks, p0p. I don't know if this is gonna solve my problem, but I'll give it a try. But, like reep made in Blue Portals, some of these "solutions" are based on static portals, and I need using them with both portals. But don't worry. I'll not use those lasers so much, so this problem will not be repeated in much chambers.
p0rtalplayer wrote:
As there's no source code available for Portal, no source-code edits can be made, unfortunately. As for purely map-based solutions, Reep's and HMW's solutions are the best I've seen.
Ok, I'll try to make the best to hide it in my maps 
EDIT: Also, what of HMW's maps have this:
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Because looks like these lasers don't need a static portal, and that's the only think I need for my map.
EDIT 2: Also, do you know somewhere to download a model to simulate those redirection cubes? I only need the model, I can make the entities by myself and parent them to the cube...
EDIT 3: Sorry for super-editing-mode, but I found a video that has this model that I need:
[yt:3muyufzw]http://www.youtube.com/watch?feature=player_embedded&v=bEiGfu1-0cA[/yt:3muyufzw]
I only need the model, or some model that looks like this 
And it's probably easiest to either use brushwork or import from P2.
Has lasers, gels, funnels, everything that was in my Portal 2 demopack. No one used it because it was like reading hieroglyphics figuring how everything worked. Even I look at it and go: "What the hell is this mess?".
reepblue wrote:
My junk: http://www.myapertureinnovations.com/ol ... l2_docs.7zHas lasers, gels, funnels, everything that was in my Portal 2 demopack. No one used it because it was like reading hieroglyphics figuring how everything worked. Even I look at it and go: "What the hell is this mess?".
Thanks, reep, I'll try here. It seems like a lot of content you have here. I'll try to install all this stuff and test in some example map,and see what happens. Also, are these entities/models/particles/prefabs/a hundred thigs from your Portal 2 demo map video?
[yt:2ihv9xph]http://www.youtube.com/watch?v=Aa7hjuzamC4[/yt:2ihv9xph]
I also made room for custom gels and what not, something I jeer Valve for not doing.