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

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shad0w440
51 Posts
Posted Jun 23, 2012
The BEE is an extension to the Portal Testing Initiative created by Valve Software
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Original BEEMOD Preview video
The BEE adds new items to the Palette, these items include:

-Orange AutoPortal
-High Energy Pellets (HEPs)
-Crushers
-Pneumatic Diversity Vents
-Triggers Blocks:
-Once
-Multiple
-Autosave
-Logic Gates:
-And
-Or
-Not
-Panel Drawbridge
-Doors
-Warm Lights

Ben and Carl's Extended Editor 2 (BEE2) has now also been released, use this thread for that aswell
grab a copy of that here

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BenVlodgi
633 Posts
Posted Jun 23, 2012
Replied 10 minutes later
I am Benjamin Thomas Blodgett and I approve this message
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portal2tenacious
393 Posts
Posted Jun 23, 2012
Replied 23 minutes later
This is so amazing. I was wondering when something like this would be made. What's the release date?
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RubyCarbuncIe
303 Posts
Posted Jun 23, 2012
Replied 33 minutes later
You say there is auto portal placement? Does this mean that with triggers or something that you can force the player to only get one portal? I would love to make an attempt at an Orange Portal only map (I know I'll probably have to edit it in Hammer quite a bit, but I'm fine with that) in the PeTI editor involving crushers. They are a huge pain to set multiples up of and it's really just a lack of patience on my part, same goes for the HEP Launchers/Catchers. Also I'm glad you added multi-colored light panels. That should have been done in the beginning. I'm really looking forward to testing all this stuff out!
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FelixGriffin
2,680 Posts
Posted Jun 23, 2012
Replied 1 hour later
Looks awesome! But you could probably save some space on the palette by combining the Combine Ball Launcher with the catcher, and the different light panels. I'm not sure how you managed to fit all those in as it is!
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BenVlodgi
633 Posts
Posted Jun 23, 2012
Replied 2 hours later

FelixGriffin wrote:
Looks awesome! But you could probably save some space on the palette by combining the Combine Ball Launcher with the catcher, and the different light panels. I'm not sure how you managed to fit all those in as it is!

unfortunately you cant combine items without having access to the source code
and until valve adds a scroll bar as I've requested.. or tabs... we will be limited to my 10 extra items.... there are some ideas I'm throwing around to get more custom items... but right now I still have to make them all and august will have to make the models

RubyCarbuncIe wrote:
You say there is auto portal placement? Does this mean that with triggers or something that you can force the player to only get one portal? I would love to make an attempt at an Orange Portal only map (I know I'll probably have to edit it in Hammer quite a bit, but I'm fine with that) in the PeTI editor involving crushers. They are a huge pain to set multiples up of and it's really just a lack of patience on my part, same goes for the HEP Launchers/Catchers. Also I'm glad you added multi-colored light panels. That should have been done in the beginning. I'm really looking forward to testing all this stuff out!

yes, the idea is to have these puzzle to require absolutely no hammer modifications.. however to get the exact effect you want.... you might have to

portal2tenacious wrote:
This is so amazing. I was wondering when something like this would be made. What's the release date?

thanks... I've been working on it since way back in beta
I have no release date set
... within the month I hope

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Lpfreaky90
2,842 Posts
Posted Jun 23, 2012
Replied 1 hour later
can't wait to see horribly placed autosaves, ready to be killed.

about the energy pallets, they've been removed for a reason, if you want to lose your eye on it, and instantly die, go play portal 1

As for the crushers: why not 128x128? that'd be much cooler

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BenVlodgi
633 Posts
Posted Jun 23, 2012
Replied 1 hour later

Lpfreaky90 wrote:
can't wait to see horribly placed autosaves, ready to be killed.

about the energy pallets, they've been removed for a reason, if you want to lose your eye on it, and instantly die, go play portal 1

As for the crushers: why not 128x128? that'd be much cooler

well as for autosaves.. that is up to the puzzle designer... however they could be a great asset considering in all raw puzzlemaker maps you have to start at the very beginning when dying

As for the HEPs(High energy pelets)I realize that they were removed for good reason, however people were begging for them so I aim to please... plus they are one of the few items that I could add which would actually provide more PUZZLE possibilities. as the energy ball opens up a new world for puzzle solving... and can be used in combination with the pnuematic diversity vent... which was also removed for good reason

I didn't make the crusher model, I just recycled the one already in p2... and sadly it is 64 units too wide and tall.... 128x128 would have been much better

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FelixGriffin
2,680 Posts
Posted Jun 23, 2012
Replied 21 minutes later
Actually, you can combine, to a certain extent. If you inherit from ItemCubeButton you can have six types (normal, cube, ball on black and white), from ItemPaint four, or from ItemCube five. The limitation is that the only thing which can change is the VMF, not the collision area or occupied voxels or anything.
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portal2tenacious
393 Posts
Posted Jun 23, 2012
Replied 3 minutes later
Can you find a way to put info_placement_helpers in? I know some maps need that.
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BenVlodgi
633 Posts
Posted Jun 23, 2012
Replied 2 minutes later

FelixGriffin wrote:
Actually, you can combine, to a certain extent. If you inherit from ItemCubeButton you can have six types (normal, cube, ball on black and white), from ItemPaint four, or from ItemCube five. The limitation is that the only thing which can change is the VMF, not the collision area or occupied voxels or anything.

true story, and why aren't you on steam right now?
I cant combine the emitter and catcher, because of the differences they have with in and outputs
however I may be able to consolidate the triggers

portal2tenacious wrote:
Can you find a way to put info_placement_helpers in? I know some maps need that.

in a word.. yes
that may be the easiest thing to add.. but then you have to ask yourself... why do maps really need these?
and how would you want to be able to choose where it goes, and what rotation it gets?

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HMW
806 Posts
Posted Jun 24, 2012
Replied 8 hours later
I already have icons and models for the autosave trigger and placement helper in my editor add-on. Feel free to use those if you want.

(I didn't get around to make a separate thread for that add-on yet, since it started out as just an experiment.)

FelixGriffin wrote:
Actually, you can combine, to a certain extent. If you inherit from ItemCubeButton you can have six types (normal, cube, ball on black and white), from ItemPaint four, or from ItemCube five. The limitation is that the only thing which can change is the VMF, not the collision area or occupied voxels or anything.

You can change the occupied area of an element by changing the parameters in editoritems.txt. I'va written some basic documentation for it, which may be useful. (The "InstanceNames" part is outdated.)

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FelixGriffin
2,680 Posts
Posted Jun 24, 2012
Replied 2 hours later
Oh, no, sorry, what I was trying to say was that each type of floor button can't have its own collision area. By the way, what's the new information about the instances section?
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CamBen
973 Posts
Posted Jun 24, 2012
Replied 1 hour later
can you also make black and white 64x64 cubes that can be stacked? that would be really useful.
and maybe a rocket turret?
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FelixGriffin
2,680 Posts
Posted Jun 24, 2012
Replied 34 minutes later
Unfortunately, all puzzle creator things have to touch a normal tile for it to compile properly.
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CamBen
973 Posts
Posted Jun 24, 2012
Replied 3 minutes later
darn. but couldn't you make them out of func_brushes and have it have options in the editor to select 1-10 blocks, by disabling and enabling w/ parms?
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FelixGriffin
2,680 Posts
Posted Jun 24, 2012
Replied 1 minutes later
Probably, but as far as options go we're limited to existing options. So you can have four using the paint types, three using the button types, or five using the cube types.
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RubbishyUsername
167 Posts
Posted Jun 24, 2012
Replied 21 minutes later
Are the triggers stretchable to cover a larger area?
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HMW
806 Posts
Posted Jun 24, 2012
Replied 3 hours later

FelixGriffin wrote:
Oh, no, sorry, what I was trying to say was that each type of floor button can't have its own collision area. By the way, what's the new information about the instances section?

Ah, now I understand what you mean. You can't have different sub-types of a test element have different size allocations, that's correct.

The format for referring to instances from editortems.txt has changed since I wrote that text. Initially it was called "InstanceNames" (IIRC) and it just contained a list of file names. Now the same section is called "Instances" and it has added entity and brush counts for each instance, presumably to tell when you're going over-budget without having to do an actual compile.

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FelixGriffin
2,680 Posts
Posted Jun 24, 2012
Replied 2 minutes later
Thanks! I've been using that as a reference when I add stuff to the editor, so I wanted to know if anything new had been discovered.

Is it now possible to use properties like Start Open on untyped elements?

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