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

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catcherben
2 Posts
Posted Jul 26, 2012
Replied 7 hours later
When you say, "the mod is nearly complete," do you mean like a few days, or more like a few weeks? I'm just real anxious, as your mod appears to be awesome.
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BenVlodgi
633 Posts
Posted Jul 27, 2012
Replied 5 hours later

catcherben wrote:
When you say, "the mod is nearly complete," do you mean like a few days, or more like a few weeks? I'm just real anxious, as your mod appears to be awesome.

the end of the month

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Alexander Bell
306 Posts
Posted Jul 27, 2012
Replied 8 hours later

Carl wrote:
Your editor mod sounds great.

I'm making my own editor mod, but very different to yours. Mine is a Style Changer mod that changes the style of existing elements, walls, and elevators, rather than adding new ones. You just run my StyleChanger.exe to choose a style from: 1950s, 1960s, 1970s, 1980s, Portal 1, Destroyed, Behind The Scenes, Evil Wheatley, or Clean. Then any map you preview or compile will be in that style, complete with textures, entrance and exit elevators, testing elements, ant-lines, voices, etc.

It's nearly finished.

My mod also includes replaced vbsp.exe and vrad.exe that add the following features, which can be activated by adding codes to comments in the editoritems.txt file: removing the entity limit, automatically packing certain files, fixing the bug with messages not being sent to barrier hazard models, replacing wall/floor/ceiling textures, changing signs and antlines, changing barrier hazard and barrier extents textures, changing the skybox, changing goo into bottomless pits, compiling previews with faster lighting, and including the entrance and exit in the preview if you press Ctrl+F9. And of course it can select which editoritems.txt file to use.

I don't know if any of those features are useful to you, or if there's some other features you want added that require automatically changing the .vmf file before it's compiled.

I can also get silver Reflection Gel working and looking right, and have purple Adhesion Gel, both in the same PeTI map, and with all the other gels still working. The Adhesion Gel doesn't do anything different from the Reflection Gel though, just looking different so you know to use it on cubes to stop them sliding off Propulsion Gel. It requires some materials and particle systems to be automatically packed though.

I don't know if you want to collaborate together or help me make it so my style changer is compatible with your mod. Or if you want me to help finish your mod for you, or whatever.

Wait, so broken catwalks, old indicators, and brown grating for the cave style? Wow! And wait, you're going to add reflection gel to your mod? wholeh carp! though it does sound hard to use...

Also, for the BTS style, will that change the lighting to be BTS like and will we be able to place those huge black squares with things on them?

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FelixGriffin
2,680 Posts
Posted Jul 27, 2012
Replied 1 hour later
The style changer idea sounds very cool. How did you manage to change the barrier-hazard textures? I've been trying to find a way to do that for a while to add a new type of fizzler (defined by placing a normal fizzler, then some dummy prop at one edge).
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BenVlodgi
633 Posts
Posted Jul 27, 2012
Replied 37 minutes later

FelixGriffin wrote:
The style changer idea sounds very cool. How did you manage to change the barrier-hazard textures? I've been trying to find a way to do that for a while to add a new type of fizzler (defined by placing a normal fizzler, then some dummy prop at one edge).

if I'm not mistaken he uses a custom coded vbsp.exe to swap textures(as defined in the comments of the editor items.txt), then call the original vbsp.exe

EDIT:
here is another sneak peak of the BEE

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FelixGriffin
2,680 Posts
Posted Jul 27, 2012
Replied 1 hour later
Sweet. But what's an "anti-trigger"?
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FourthReaper
356 Posts
Posted Jul 27, 2012
Replied 16 minutes later

FelixGriffin wrote:
Sweet. But what's an "anti-trigger"?

I agree, looking sharp Ben! Very artsy screenshot.

And I assume the anti-trigger to be like stepping off a button or a handbutton timer finishing, making an element collapse/restore again after the trigger. That's it, right?

PS: I still don't get what the point of the slightly elongated panel bridge is, but whatevs. Maybe it's usefull in one or two situations.

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Yenwood
95 Posts
Posted Jul 27, 2012
Replied 2 hours later

FourthReaper wrote:
FelixGriffin wrote:

PS: I still don't get what the point of the slightly elongated panel bridge is, but whatevs. Maybe it's usefull in one or two situations.

Maybe if you're trying to attract attention to one panel when there are many?

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FourthReaper
356 Posts
Posted Jul 27, 2012
Replied 46 minutes later

Yenwood wrote:
FourthReaper wrote:

PS: I still don't get what the point of the slightly elongated panel bridge is, but whatevs. Maybe it's usefull in one or two situations.

Maybe if you're trying to attract attention to one panel when there are many?

That sounds slightly ridiculous as its only purpose though... Why not just draw a little smiley, or a pink heart or something on a cube if you want it to seem special, then? See, that's just as proposterous.

(All joking aside though, that wouldn't seem like a fit reason for its existence here.)

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Carl
13 Posts
Posted Jul 27, 2012
Replied 3 hours later
The slightly elongated panel bridge was made by Valve and comes with the puzzle maker already. Have a look in your instances/p2editor/ folder and you will see it there. That's probably why he added it back in.
I don't know what it's for. Maybe it's for using over goo?
And I'm changing the fizzler texture like he said, but I haven't implemented anything to change the type of fizzler, only to change how it looks. And I fixed the bug that stops the fizzler models from receiving open and close messages.
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FelixGriffin
2,680 Posts
Posted Jul 27, 2012
Replied 9 minutes later
Awesome. Could you share the code that did that when you have it fully working?
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BenVlodgi
633 Posts
Posted Jul 27, 2012
Replied 58 minutes later
the anti trigger is a trigger is the opposite of a trigger once, once it is activated the item is permanentally disabled, I think I will be changing that though.
I think I will include these logic gates
not
and
or
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Alexander Bell
306 Posts
Posted Jul 28, 2012
Replied 1 day later
There is a sad side to this mod...

The PTI would of had all this to start with (except triggers and PDVS, of course) had people not complained about how slow Valve is. Really, the drawbridge and warm lights are in the instances, and there are PTI style pictures of crushers and portal doors in the pti's files

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BenVlodgi
633 Posts
Posted Jul 28, 2012
Replied 22 minutes later
actually no, those weren't finished because they didn't think they were worth it, and really they aren't. Crushers dont work super great, it would be best if it was all made in hammer, warm lights are a fine tuning thing which should be done when you're detailing, which you should really only do in hammer. I've talked to them about these things, and they say that they took out these items because they didn't give enough to making PUZZLES
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Shane
243 Posts
Posted Jul 29, 2012
Replied 21 hours later
They should have included doors in my opinion. I know in functional terms flip panels work the same way but doors just feel a bit more elegant to me.
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BenVlodgi
633 Posts
Posted Jul 29, 2012
Replied 11 minutes later
people would abuse doors, in the standard puzzlemaker its nice that doors are only used to make entry and exit points
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Alexander Bell
306 Posts
Posted Jul 29, 2012
Replied 37 minutes later
How would people abuse doors? And if Valve cared about abuse, they would leave out laser fields and turret..
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CamBen
973 Posts
Posted Jul 29, 2012
Replied 35 minutes later
they would make a hall of doors and orange gel to slide trough all of them. I've played enough pti to know what sorts of stupid stuff people do. many 5 star maps wouldn't be worthy of one star on here.
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Alexander Bell
306 Posts
Posted Jul 29, 2012
Replied 1 hour later
To be honest, your post gives me an idea. Now if only I knew how to actually place a trigger. Could be a very nice opening sequence or something.
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BenVlodgi
633 Posts
Posted Jul 29, 2012
Replied 28 minutes later

Alexander Bell wrote:
How would people abuse doors? And if Valve cared about abuse, they would leave out laser fields and turret..

because you could be in a room of doors but have no idea what the goal is or which door to open

CamBen wrote:
they would make a hall of doors and orange gel to slide trough all of them. I've played enough pti to know what sorts of stupid stuff people do. many 5 star maps wouldn't be worthy of one star on here.

or that

Alexander Bell wrote:
To be honest, your post gives me an idea. Now if only I knew how to actually place a trigger. Could be a very nice opening sequence or something.

you dont know how to place a trigger? someone hit this guy with a Hammer 101 webpage