FelixGriffin is working on a razer hydra mod (HELP NEEDED)

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supermarioportal2
83 Posts
Posted Aug 19, 2012
-----is there a way or a mod that's makes the ability to play with the razer hydra as the mouse ? i don't have a razer hydra but i would love to play with the scaling cube----
nevermind

FelixGriffin is working on a portal 2 modyfication that's will make the mosue work almost like the razer hydra, FelixGriffin also needs help because his game doesn't start now he needs help

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FelixGriffin
2,680 Posts
Posted Aug 19, 2012
Replied 4 hours later
Unfortunately, you only get the DLC if you buy a Hydra. And it's probably much too complex to emulate with a single mouse and keyboard.
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supermarioportal2
83 Posts
Posted Aug 19, 2012
Replied 1 hour later

FelixGriffin wrote:
Unfortunately, you only get the DLC if you buy a Hydra. And it's probably much too complex to emulate with a single mouse and keyboard.

ok. so the scaled cube is also from the razer hydra ? ijust would love to use the scaled cube

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wstrika
200 Posts
Posted Aug 19, 2012
Replied 3 hours later

supermarioportal2 wrote:
FelixGriffin wrote:

Unfortunately, you only get the DLC if you buy a Hydra. And it's probably much too complex to emulate with a single mouse and keyboard.

ok. so the scaled cube is also from the razer hydra ? ijust would love to use the scaled cube

The scaled cube is part of the Sixense DLC, yes.

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Carl
13 Posts
Posted Aug 20, 2012
Replied 13 hours later
It was developed entirely by Sixense, not by Valve, so they don't give it to you unless you buy their stuff. It will be released for Playstation Move on PS3 though.

Anyway, it wouldn't work. You need to be able to scale things independently on 3 axes, and move and rotate the scaled cube in 6DOF. Not really a job for a mouse.

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FelixGriffin
2,680 Posts
Posted Aug 20, 2012
Replied 14 hours later
You can rotate if you use sv_enableholdrotation in the console. It's enabled automatically by the cubes in my contest map so you can aim them. It's fun!
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supermarioportal2
83 Posts
Posted Sep 13, 2012
Replied 23 days later

FelixGriffin wrote:
You can rotate if you use sv_enableholdrotation in the console. It's enabled automatically by the cubes in my contest map so you can aim them. It's fun!

can you link you map ?

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FelixGriffin
2,680 Posts
Posted Sep 13, 2012
Replied 6 hours later

Be warned, it's glitchy.

http://steamcommunity.com/sharedfiles/f ... d=87155578

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supermarioportal2
83 Posts
Posted Sep 13, 2012
Replied 1 hour later
qnd ,are there commands to make it able to hold a cube to a big distance ? like in the razer hydra ?
also why ca'it i with sv_enableholdrotation make the same with cores and turrets ?
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FelixGriffin
2,680 Posts
Posted Sep 13, 2012
Replied 6 hours later
It's only programmed to work with cubes, but I could try writing a script to let the portalgun hold things at a farther distance and rotate them. I was working on a Gravity Gun once and still have the unfinished code from it.
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supermarioportal2
83 Posts
Posted Sep 14, 2012
Replied 9 hours later

FelixGriffin wrote:
It's only programmed to work with cubes, but I could try writing a script to let the portalgun hold things at a farther distance and rotate them. I was working on a Gravity Gun once and still have the unfinished code from it.


CAN YOUL LINK IT PELASE ?????!!?!!!
IT WOULD BE SO :
the cube would go farther if the scrool wheel is going up (i don't needd screen zooming)
the cube would go colser to the character if the scroolwheel is going dowwn

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supermarioportal2
83 Posts
Posted Sep 14, 2012
Replied 7 hours later
or could someone just make a mod so i will be able to move every object not only the cube ?
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FelixGriffin
2,680 Posts
Posted Sep 14, 2012
Replied 7 hours later
That might work. But note that it would only have an effect in levels built with it.
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supermarioportal2
83 Posts
Posted Sep 15, 2012
Replied 13 hours later

FelixGriffin wrote:
That might work. But note that it would only have an effect in levels built with it.

so will you make it ???????
it could be that's you must place the file in you portal 2 folder and the razer mod will be all the time on

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FelixGriffin
2,680 Posts
Posted Sep 15, 2012
Replied 1 hour later
Yes, but there would need to be certain relays and entities in the map to allow the pushing-outwards stuff. I could put it in the global PTI ents, so people who used to mod would automatically include it, but then I'd need to teach them all how to use Fudgepacker.
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supermarioportal2
83 Posts
Posted Sep 15, 2012
Replied 2 hours later

FelixGriffin wrote:
Yes, but there would need to be certain relays and entities in the map to allow the pushing-outwards stuff. I could put it in the global PTI ents, so people who used to mod would automatically include it, but then I'd need to teach them all how to use Fudgepacker.

that's ... so confusing... btw what is fudge packer ?

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FelixGriffin
2,680 Posts
Posted Sep 15, 2012
Replied 3 hours later
It puts stuff in your map. Textures, models, scripts, etc.
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supermarioportal2
83 Posts
Posted Sep 17, 2012
Replied 1 day later

FelixGriffin wrote:
It puts stuff in your map. Textures, models, scripts, etc.

so.. are you currently working on it ?

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FelixGriffin
2,680 Posts
Posted Sep 17, 2012
Replied 7 hours later
I didn't make FudgePacker.

But I am working on the script, if that's what you're asking.

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supermarioportal2
83 Posts
Posted Sep 18, 2012
Replied 16 hours later

FelixGriffin wrote:
I didn't make FudgePacker.

But I am working on the script, if that's what you're asking.

yes, i'm asking about the script so how is the work going ?