Aesthetic Showcase [Version 2]

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BenVlodgi
633 Posts
Posted Jan 16, 2013
Replied 39 minutes later

or look at the portal 2 design page

https://developer.valvesoftware.com/wik ... vel_Design

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tile
380 Posts
Posted Jan 16, 2013
Replied 1 hour later
evr sinse my mod almost died not too long ago, im finding feedback in the strangest places... :razz:
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Another Bad Pun
516 Posts
Posted Jan 16, 2013
Replied 30 minutes later
Here's how i usually do the areas under the pistons:

I create a pit underneath and cover it with a grate: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-17-37-97.png
(in this example the pit is a little too close, but you get the idea. try messing with the block light texture and putting it in the pit for cool shadow effects.)

In some cases, I like to fill it up with goo: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-18-56-88.png
(I like to use reflective goo textures for this, like nature/toxicslime_a2_bridge_intro or the laser platform one. I also like using particle effects, like water_mist (look for it in the version you want in the particle list on the site ben posted.)

Finally, I sometimes combine the two: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-21-16-74.png

So, yeah. Have fun! :3

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Pitkakorvaa
200 Posts
Posted Jan 17, 2013
Replied 11 hours later

@ABP,

https://dl.dropbox.com/u/59442409/porta ... -56-88.png

Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.

Edit:
Don't forget about "tidelines" when having goo.

On Mapping Showcase, Pitkakorvaa wrote:
@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg

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josepezdj
2,386 Posts
Posted Jan 17, 2013
Replied 39 minutes later

Pitkakorvaa wrote:
Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.

I would even set "render in fast reflections" to YES those upper brushes on top of the pistons :wink: I use to do so with ALL entities near the water places because you get more realistic reflections. I even hate that portals aren't reflected and you can see the reflected panels empty on the water's reflection...

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FelixGriffin
2,680 Posts
Posted Jan 17, 2013
Replied 7 hours later
You can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.
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josepezdj
2,386 Posts
Posted Jan 18, 2013
Replied 10 hours later

FelixGriffin wrote:
You can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.

Yeah I guess, but way too much for only one of my sick manias :smile: After that I might want the reflection of Chell while being funnel over the goo pit, and so on... :notwant:

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FelixGriffin
2,680 Posts
Posted Jan 18, 2013
Replied 5 hours later
I don't know if you could do that, but you could try ent_fire !player enabledrawinfastreflections. It would be way cheaper than the portals.
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Caden
174 Posts
Posted Feb 01, 2013
Replied 14 days later
UPDATE!
All the past comment have been put into consideration, but now have nothing to do with the updated page.
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El Farmerino
393 Posts
Posted Feb 03, 2013
Replied 1 day later

Looking pretty nice, but there are a few issues:

http://www.moddb.com/mods/indestructibl ... 3#imagebox
I'd make them the same width as the window, or double glaze or something. At any rate, I'd try to get rid of the misaligned textures on the edges.

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srs bsnss
552 Posts
Posted Feb 03, 2013
Replied 3 hours later

FelixGriffin wrote:
The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.

Oh my god I just wasted so much time cutting walls for my p2editor light strips :notwant:

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BenVlodgi
633 Posts
Posted Feb 03, 2013
Replied 8 hours later
As for these updated images
why are there chairs in the test chamber?
they should only be in observation rooms, and observation rooms dont have testchamber walls or floors
... also there shouldn't be a portal to an observation room, the test subject could just escape!... oh wait, there are no doors, then how do the observers watch?... oh they use the portal, which the test subject is also using.... so the test subject could totally just go in the observation room, and use it to escape.... it doesn't make logical sense, and it clashes styles

srs bsnss wrote:
FelixGriffin wrote:

The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.

Oh my god I just wasted so much time cutting walls for my p2editor light strips :notwant:

personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.

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srs bsnss
552 Posts
Posted Feb 03, 2013
Replied 1 hour later

BenVlodgi wrote:
srs bsnss wrote:

Oh my god I just wasted so much time cutting walls for my p2editor light strips :notwant:

personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.

That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.

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BenVlodgi
633 Posts
Posted Feb 03, 2013
Replied 28 minutes later

srs bsnss wrote:
BenVlodgi wrote:

srs bsnss wrote:

Oh my god I just wasted so much time cutting walls for my p2editor light strips :notwant:

personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.

That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.

well aslong as there is a brush on every side, except the back, they dont leak.... the instances that end with _detail, dont have a back brush built in, and those are the ones I use on corner peices

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Caden
174 Posts
Posted Feb 03, 2013
Replied 17 minutes later
Er... you where only supposed to look at the first three pictures, the other ones are outdated; I added actual frames to the glass and improved the look a bit. As for the chairs, I'll be sure to get them out of the relaxation vault, Ben.

Thanks for the feedback on everything else, though! I'll be sure to push the walls back a bit so that the framework isn't sticking out of the wall.

As for the observation rooms... I should really put in a door in the 180x180 one. Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.

For the lack of any missing panels on the ground or ceiling, that was the result of me only clipping a few walls to see what the community thought of them. I will get to work on adding (or subtracting really) panels on the other walls. Speaking of which... I found you can create some really nice effects by placing framework in the ceiling, where some BTS stuff is (with some tubes and stuff), and putting an env_projectedtexture with high shadow quality and light up there, shining down on the area.

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BenVlodgi
633 Posts
Posted Feb 04, 2013
Replied 11 hours later

Caden wrote:
Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.

Obviously? :notwant: its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.

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Caden
174 Posts
Posted Feb 04, 2013
Replied 7 hours later

BenVlodgi wrote:
Caden wrote:

Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.

Obviously? :notwant: its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.

Fine then, I'll replace the Portal Emitters with doors. This doesn't take place in Aperture, so I was trying to break away from the Aperture feel.

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Caden
174 Posts
Posted Feb 04, 2013
Replied 2 hours later

Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.

http://steamcommunity.com/sharedfiles/f ... =125108460

http://steamcommunity.com/sharedfiles/f ... =125108453

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Lpfreaky90
2,842 Posts
Posted Feb 04, 2013
Replied 41 minutes later

Caden wrote:
Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.

http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453

It's not that we're trying to make you depressed or anything, it's just that we point out things you can improve. That'll only make your maps better! :biggrin:

I love the projected textures on the white walls, they look splendid! Personally I'd make the top area with the pipes a bit darker, but it also breaks up the scenery :smile:

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portal2tenacious
393 Posts
Posted Feb 04, 2013
Replied 6 minutes later
In the second screenshot, you have a tile texture on the inside of the walls where it broke. It would be better to use a plastic or squarebeam texture there.