Lasers in Portal 1?

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HugoBDesigner
156 Posts
Posted Feb 13, 2013
Well, I know that lasers are a feature from Portal 2, but, considering that some of you understand coding with VALVe games, I've been thinking: if the turret's laser from Portal 1 are coded to be redirected by portals, does anyone haven't made a particle/model/entity that simulates this laser and that can be detected by a trigger? This way, we could make lasers in Portal 1, or even High-Light Bridges, following this coding features. Because I'm planning to make a mod for Portal 1 (Renewable Aperture) that shows the Aperture's transition from Portal 1 to Portal 2.

So, have anyone here seen something to simulate lasers?

(and sorry for the bad English )

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]

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Pilchard123
334 Posts
Posted Feb 13, 2013
Replied 16 minutes later
I think it's been done, possibly even by someone on here. I can't remember how they did it though.
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FelixGriffin
2,680 Posts
Posted Feb 13, 2013
Replied 23 minutes later
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.
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HugoBDesigner
156 Posts
Posted Feb 13, 2013
Replied 3 minutes later

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.

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FelixGriffin
2,680 Posts
Posted Feb 13, 2013
Replied 2 hours later
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.
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p0rtalplayer
1,366 Posts
Posted Feb 13, 2013
Replied 1 hour later
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.
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HugoBDesigner
156 Posts
Posted Feb 13, 2013
Replied 3 minutes later

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

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p0rtalplayer
1,366 Posts
Posted Feb 13, 2013
Replied 1 minutes later

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.

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HugoBDesigner
156 Posts
Posted Feb 13, 2013
Replied 1 minutes later

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:

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

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FelixGriffin
2,680 Posts
Posted Feb 13, 2013
Replied 1 hour later
That's impressive, you should ask him.

And it's probably easiest to either use brushwork or import from P2.

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reepblue
894 Posts
Posted Feb 14, 2013
Replied 15 hours later
My junk: http://www.myapertureinnovations.com/ol ... l2_docs.7z

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?".

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HugoBDesigner
156 Posts
Posted Feb 14, 2013
Replied 41 minutes later

reepblue wrote:
My junk: http://www.myapertureinnovations.com/ol ... l2_docs.7z

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?".

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]

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reepblue
894 Posts
Posted Feb 16, 2013
Replied 1 day later
Should be. Goes over all the elements. I think I left out some models because they were not mine to upload.

I also made room for custom gels and what not, something I jeer Valve for not doing.