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

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 30 minutes later

FelixGriffin wrote:
But you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?

Does anyone even use the block light texture? I've never used it, except once when I was looking at tools. I completely forget what it is though

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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 24 minutes later
Basically, it makes an artificial lightmap shadow. You can use it to get cool shadows from gratings and such.

What you were probably thinking of was the tools/toolsblack texture, which absorbs all light.

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 4 minutes later
This would be so much easier if Rubrica had finished the aesthetics of portal 2 post. Someone should really write that.
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BenVlodgi
633 Posts
Posted Jul 17, 2012
Replied 2 hours later
to make an invinite fall I would have a generic skybox with some bts elements added, then the designer would be given a few different blocks to use... large skybox blocks, some broken wall panels with skybox backings
a problem is that skyboxs draw behind everything
so you will get some weird drawings depending on which visleafs are visible

I've used the block light. I had a map where a crusher broken down a wall, but I didn't want the chambers lighting getting mixed with the lighting in the bts. and yes it can make some cool custom shadows when used with projected textures

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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 1 minutes later
Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.

It's not like Valve doesn't like using world portals in the PTI already.

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 6 minutes later

FelixGriffin wrote:
Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.

It's not like Valve doesn't like using world portals in the PTI already.

True. I keep every visual setting as low as possible, and the world portals in the doors bug the hell out of me when I finish a map and look back at my work. It's just there...

What about a custom skybox like what was used in flings and roundabouts?

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BenVlodgi
633 Posts
Posted Jul 17, 2012
Replied 51 minutes later

FelixGriffin wrote:
Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.

It's not like Valve doesn't like using world portals in the PTI already.

no, because the pit wont necessarily be square, besides that they are expensive

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 26 minutes later

BenVlodgi wrote:
FelixGriffin wrote:

Or maybe it could replace the goo with a giant world portal leading to a bottomless pit.

It's not like Valve doesn't like using world portals in the PTI already.

no, because the pit wont necessarily be square, besides that they are expensive

Make another earth buy it if it's so expensive. I'm sure you could trick a squid into buying it, and then steal it back.

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BenVlodgi
633 Posts
Posted Jul 17, 2012
Replied 1 hour later
performance wise, if you had more than one pit you would get a ton of rendering errors, also to get the portal to be the exact size, you would have to use one for each voxel... the game would just die
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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 3 minutes later
What about the sky box idea? Could that work, or does this earth not have enough money for that?
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Alexander Bell
306 Posts
Posted Jul 17, 2012
Replied 1 hour later
Nobody answered...

Will triggers stretch?

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 4 minutes later

Alexander Bell wrote:
Nobody answered...

Will triggers stretch?

No

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Alexander Bell
306 Posts
Posted Jul 17, 2012
Replied 28 minutes later

portal2tenacious wrote:
Alexander Bell wrote:

Nobody answered...

Will triggers stretch?

No

I mean be stretchable... the best thing about this is trigers, though I can't see a 1 square trigger being very usefull.

Beggers can't be choosers, I guess.

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 8 minutes later
Created one of those makeshift OR gates?
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BenVlodgi
633 Posts
Posted Jul 18, 2012
Replied 12 hours later
triggers wont be stretchable
the skybox idea could work, again that would be a 2.0 integration
and logic gates would also go in a 2.0 version

right now I've lost most of my motivation to finish this mod, but dont worry its coming along slowly but surely

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HMW
806 Posts
Posted Jul 18, 2012
Replied 2 hours later
Feel free to include my logic gates if you want. No need to re-invent the wheel.
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BenVlodgi
633 Posts
Posted Jul 19, 2012
Replied 1 day later
I downloaded them, but I havent looked at them yet, and I probably will thanks
in 2.0 that is
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r2range
3 Posts
Posted Jul 23, 2012
Replied 4 days later
Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel
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portal2tenacious
393 Posts
Posted Jul 23, 2012
Replied 13 minutes later

r2range wrote:
Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel

You mean so you can just copy it around? Like the regular observation room, but copyable?

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Alexander Bell
306 Posts
Posted Jul 23, 2012
Replied 4 hours later

portal2tenacious wrote:
r2range wrote:

Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel

You mean so you can just copy it around? Like the regular observation room, but copyable?

Un related to this... but wtf is with your name's color... and why are you being called "too dumb to live"? lol

Related to this...

Please add a script that crashes your game and corrupts your files if you chain 8+ faith plates

Damn, I'm too dumb to live too...