Felix Griffin's Editor Mod

This mod allows you to select which items will appear on the palette in the editor. It includes all of the original items, as well as the ones from HMW's and Ben's mods, and a few custom ones. Any more can be added by creating .test files in the appropriate directory.
Also, if you have FudgePacker, each instance includes appropriate info_nulls for packing files automatically.
Some of the new test elements:
- Orange and blue autoportals
- Breakable glass
- Timers
- Configurable delays
- Monostable multivibrators
- T Flip-Flops
- Portal Deflection Cubes
- Sendificators
- Flammable Lemon Cubes
- Torches
- Vactube Pieces (DIY diversity vents!)
- Configurable and Changeable Skyboxes
- GLaDOS Choreo Scenes
- Bomb Droppers
- Catapult Cubes
- Physics Deflection Fields
- "A Little Higher" Cubes
- Some stuff I don't remember atm, probably 
Felix Griffin's Editor Mod (FGEMOD)
&
OW MY OMGD ERJFDNGTHATS MODSSS ISS AWESHUMM I WANANA SUSSE IT MAKE ALSO BOMBS OMG
On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?
FelixGriffin wrote:
Sure, I hadn't considered those, but I already have a nice instance.On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?
1) decompile the mdl file to smd(s) and a qc file. (using mdldecompiler)
2) install 3dsmax (free 30-day trial)
3) install the smd importer and exporters
That should get you a 3ds file... Then you only need to know how to make a selection mesh.
No clue there, but google should be able to help you there?
Also, new update: you can make GLaDOS say lines with a Choreo test element.
I've discovered an update to the editoritems.txt parser! The third digit in a "Palette" block moves the object "forward" that amount, so 0 0 1 is now the second item in the first row. 0 0 4 is the first item in the second row. This means that you can't hide items by giving them a positive third digit.
WTF? Lol, are those going to have a special Lemon Cube button or something?
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There are torches, which ignite when they receive power. Once they're on, they stay on indefinitely.
If a lemoncube touches a laser or a burning torch, it ignites. After thirty seconds it blows up.
So you can ignite more torches by carrying burning cubes to them, but don't hold on to them for too long. You could make some great puzzles with this and a Sendificator.
You can also burn turrets and such, but the lemoncubes are the most interesting.
As for the sendificator model: it sounds like a terrible job having to make that in Propper. (I'm assuming that you're building it out of brushes? Ugh...)
Instead, how about I make a model for you, based on the real one? I was planning to make my own sendificator add-on some time, so I need one anyway. (Got plenty of time, since my Halloween project exploded and I'm not really busy with something else.)
By the way, the 3DS selection meshes are just low-res representations of the parts, like collision meshes in the game itself. If you type "puzzlemaker_drawselectionmeshes 1" in the console, you can see them. When making one, scale it to 1/128 of the in-game size.
Do you know of a way to turn an SMD into a 3DS without any paid or trial-version program? Propper can't make one, but it does make reference SMDs.
Lemons, bombs, and vactubes, all in one screenshot!
FelixGriffin wrote:
Do you know of a way to turn an SMD into a 3DS without any paid or trial-version program?
Blender can export 3DS files directly; that's how I make them. The SMD tools for Blender can also import reference SMDs, so you could just convert them that way. (Remember to scale it down before exporting!)
FelixGriffin wrote:
Vacuum tubes finished, they're fun. Now I just need to fix the flip-flops and the Shadows of Time fizzlers.
Are yo adding the sot mechanic as well?.
If I can't fix it I'll release without.