Gel...From Scratch!

Avatar
FelixGriffin
2,680 Posts
Posted May 01, 2013

I had been hoping to release this on Portal 2's birthday, but I've been trying every screen recorded I can find to get rid of this annoying audio lag, and still haven't managed it. Sorry, until I can find one there won't be videos, but I can give you screenshots.

Here at Aperture, we're supposed to do all out science from scratch, right? But how many maps are there here based on light bridges, lasers, excursion funnels...and how many of those things were made from scratch? NONE! This is unacceptable, you're all fired! Okay, writing like Cave Johnson is hard, so stopping with that...

Anyway, I wated to see how far I could get in redesigning the gel system using some bits of the Directed Design Experiments Blobulator left in the code and some hacky VScripts. At the moment I've built Glue Gel (a type of Adhesion Gel that dries very quickly, leaving anything it hit firmly stuck in place until it's washed off), Reepblue's High-Energy Gel (a bluish-green gel that zaps anything that touches it), and in less than 30 minutes of work on top of my framework, a new type of gel called Useless Very Shiny Gel. I'm currently working on a better form of Adhesion Gel and a strange thing called Sentience Gel--it has very high surface tension, so it's difficult to break up the blobs, and they do interesting things to different types of cubes.

Implemented:
- Splatters while falling- Splatters on ground- Detecting normal from nearest surface- Effects on players, cubes, turrets, or anything else by classname- Full cubemaps and phong on materials- Gel bomb effect when hitting ground
Things to fix:
- Very expensive to have many types on-screen at once- Makes "crack" noise every time a blob breaks- Non-water info_paint_sprayer gels don't erase new gels- These don't erase info_paint_sprayer gels
I'm currently working on a full type of Adhesion Gel that will allow you to bind cubes together into whatever ridiculous shapes you want. Walking on walls is out for now until someone finds a way to make the rotation smooth enough--Sickle's Prey map came close, but was still glitchy.

Screenshots!

http://steamcommunity.com/sharedfiles/f ... =142679683

http://steamcommunity.com/sharedfiles/f ... =142679648

http://steamcommunity.com/sharedfiles/f ... =142679624

http://steamcommunity.com/sharedfiles/f ... =142679592

http://steamcommunity.com/sharedfiles/f ... =142679548

http://steamcommunity.com/sharedfiles/f ... =142679190

http://steamcommunity.com/sharedfiles/f ... =142679120

http://steamcommunity.com/sharedfiles/f ... =142679108

http://steamcommunity.com/sharedfiles/f ... =142679220

http://steamcommunity.com/sharedfiles/f ... =135895327

http://steamcommunity.com/sharedfiles/f ... =135270868

http://steamcommunity.com/sharedfiles/f ... =134922042

http://steamcommunity.com/sharedfiles/f ... =134921428

EDIT: At last, a video! Newer versions of the working gels will be in my Hammer Notepads.

youtube.com/watch?v=tWlEyD3cNFg

Advertisement
Registered users don’t see ads! Register now!
Avatar
josepezdj
2,386 Posts
Posted May 02, 2013
Replied 8 hours later
This is awesome Felix! Congratulations for these experiments so far! :notworthy: I love that useless gel's cubemaps!

Btw, I like that bulky shape of the gels on the floor! it's great :biggrin: But, how does it look like in the walls? can walls be painted too?

Also, this is a very funny picture :lol:

Avatar
Gemarakup
1,183 Posts
Posted May 02, 2013
Replied 2 hours later
That's actually quite amazing. What are you using those for?
Avatar
FelixGriffin
2,680 Posts
Posted May 02, 2013
Replied 1 hour later
Thanks!

At the moment nothing, since they're pretty expensive. I'm working on fixing that.

They do stick to walls, and even corners. I used the Velocity Repulse From World init with a negative value to make them pull toward surfaces, then Collision Via Traces to make them stay there.

Avatar
CamBen
973 Posts
Posted May 02, 2013
Replied 1 hour later
Wow! That's really cool! As said, I love how the gel looks on a surface. Also, would it be possible to create a gel that would splat on fizzlers and toxic pits and allow you to walk over it?
Avatar
Sprowl
97 Posts
Posted May 02, 2013
Replied 5 hours later
The gel looks like it isn't just a texture but a lively model that whabbles around. Does it has a collision or something? Or what is happening there?

Also how did you painted the turret and cube? Do we have to create new textures for them to match the color of the gel or does it work dynamic? What about the splash effect when the gel hits the player?

Anyway, nice work and i'm looking forward to the final release! I'll totally try out some ideas I already have for years :lol: .

Avatar
FelixGriffin
2,680 Posts
Posted May 02, 2013
Replied 30 minutes later
CamBen: Yes, probably. I'll try that, it would be a good use for the Useless Shiny Gel.

Sprowl: It's a combination of three particle effects. One is played while it's in the air, one when it hits the ground, and one for the splatter on the ground. The collision model is currently just a simple sphere inside the particles, although I could change that.

I made new textures for the turret and the cube, although that's in the script file for the individual gel (using SetModel on them). I could also switch them to a generic white gelled model and then use rendercolor, I'll see if I can get that to work.

Avatar
BlackWolfe
55 Posts
Posted May 03, 2013
Replied 12 hours later

FelixGriffin wrote:
I had been hoping to release this on Portal 2's birthday, but I've been trying every screen recorded I can find to get rid of this annoying audio lag, and still haven't managed it. Sorry, until I can find one there won't be videos, but I can give you screenshots.

Can't you just record a demo and then export it using console commands?

Avatar
Flo2912
80 Posts
Posted May 03, 2013
Replied 2 hours later
Wow, really Great. I allways loved the Gels in Portal 2, they are my favorite testelement. And especially the Sticky Gel os the one I'm waiting most fore, since i loved it in TAG an where very sad it wasn't include in Portal 2. Great, I hope you can release it soon, but take the whole time you need to get it work correctly.

I would use the Shiny Gel like the purple one in "Aperture Ireland", it changed toxic water to swimable water, thi would be interesting. or like CamBen said, to walk about it, would be good, too. But i think you may should recolor it. It looks similar to water, i think.Hm... orange, Blue, Green, purple, gray... Why don't you use yellow, i think it would fit to the colors of the oter Gels^^
And it looks strange on the ground, may you could make it look like the normal gels, but this is something you should decide. iF like it so more, ts also ok :smile:

short question:
Will Ben be able to add it to his BeeMod? that would be the greatest thing ever, because I'm not so good in hammer at the momennt. Anayway, if not, you'll be sure able to pack them with packrat, or?

Avatar
CamBen
973 Posts
Posted May 03, 2013
Replied 2 hours later

Flo2912 wrote:
I would use the Shiny Gel like the purple one in "Aperture Ireland", it changed toxic water to swimable water, thi would be interesting. or like CamBen said, to walk about it, would be good, too. But i think you may should recolor it. It looks similar to water, i think.Hm... orange, Blue, Green, purple, gray... Why don't you use yellow, i think it would fit to the colors of the oter Gels^^

my original idea (Before this thread) for the gel was gold colored, but after thinking a bit (still before thread) I think gold would be better for a gel that makes cubes and other objects unfizzleable, or something invincible in some way.

Avatar
FelixGriffin
2,680 Posts
Posted May 03, 2013
Replied 3 hours later

BlackWolfe wrote:
Can't you just record a demo and then export it using console commands?

I can, but not at higher than 240p without it crashing. I don't know why the AVI recorder is so broken.

Flo2912 wrote:
Wow, really Great. I allways loved the Gels in Portal 2, they are my favorite testelement. And especially the Sticky Gel os the one I'm waiting most fore, since i loved it in TAG an where very sad it wasn't include in Portal 2. Great, I hope you can release it soon, but take the whole time you need to get it work correctly.

I would use the Shiny Gel like the purple one in "Aperture Ireland", it changed toxic water to swimable water, thi would be interesting. or like CamBen said, to walk about it, would be good, too. But i think you may should recolor it. It looks similar to water, i think.Hm... orange, Blue, Green, purple, gray... Why don't you use yellow, i think it would fit to the colors of the oter Gels^^
And it looks strange on the ground, may you could make it look like the normal gels, but this is something you should decide. iF like it so more, ts also ok :smile:

short question:
Will Ben be able to add it to his BeeMod? that would be the greatest thing ever, because I'm not so good in hammer at the momennt. Anayway, if not, you'll be sure able to pack them with packrat, or?

I'll try that, I think it should be possible. I wonder how they changed the appearance of the water.

I have an alternate system to make it look more like existing gels, but it doesn't work if materials are set to reject decals, which for some reason almost everything in Portal 2 is. It's ridiculous.

I hope I can get it to work for the BEE2, but since it uses custom particles it can't be packed. Instead, if someone tries to play the map without the mod installed, it'll display an error message and bring up the download page (like when you choose to browse the workshop).

CamBen wrote:
my original idea (Before this thread) for the gel was gold colored, but after thinking a bit (still before thread) I think gold would be better for a gel that makes cubes and other objects unfizzleable, or something invincible in some way.

Ooh, cool idea. That'll be easier than changing the poison water, I'll see if I can implement it tonight. But you'll have to use a special fizzler instance with them, which I was trying to avoid.

Avatar
Flo2912
80 Posts
Posted May 03, 2013
Replied 2 hours later
may you could make both Gels. I would say that more Gels will bring more ideas, puzzles conzepts ando so on... Of course it is yoour work, and more gels will make more works, so that I could understand if you only add one of them and then stop making new gels (anyway I'm relly happi, you've made the glue-Gel, thats the most important for me :smile: ), but I think if we ask the community there will be some more Gel-Ideas, but like I said, your work, you should decide how much you do^^

[edit] "I hope I can get it to work for the BEE2, but since it uses custom particles it can't be packed. Instead, if someone tries to play the map without the mod installed, it'll display an error message and bring up the download page (like when you choose to browse the workshop)."

Can't you pack particles with packrat? I'm more worried about the new scripts...

Avatar
FelixGriffin
2,680 Posts
Posted May 03, 2013
Replied 1 hour later
Unfortunately Portal 2 doesn't read packed particles anymore. It used to. But it can read packed scripts just fine.

And I'll release this as a framework once I get it working a bit better, so anyone who wants to can build off it to add new gel types. :smile:

Avatar
CamBen
973 Posts
Posted May 03, 2013
Replied 32 minutes later
That would be cool, except I don't know anything about scripts. Oh well, I can leave it to the professionals. Anyway, I want to see what I can do with existing gel and change some stuff around to try and make some stuff.
Avatar
Flo2912
80 Posts
Posted May 05, 2013
Replied 1 day later
What exactly do the particles do?
Avatar
Gemarakup
1,183 Posts
Posted May 05, 2013
Replied 36 minutes later
They are what gels, explosions and fires are made of.
Avatar
Flo2912
80 Posts
Posted May 05, 2013
Replied 21 minutes later
Oh, ok. Thats a big problem, i understand... I allways thought this are VMT's, too and particles just give some special effects or something like thag. I hope there is a way to solve this.
Avatar
Gemarakup
1,183 Posts
Posted May 05, 2013
Replied 3 minutes later
VMTs are texture property texts. Also, gel bombs I think are prop physics set to break on impact, but the splash effect uses particles.
Avatar
Flo2912
80 Posts
Posted May 05, 2013
Replied 2 hours later
so, the splash-effect is missing, but the blobs itself and the Gel on walls, floor and object would be visible and work correctly? In That Case I would suggest that you don't make a map-stopping Error message for those whou haven't installed Bee2. You could pack the other things into the bsp and just making a text message at the begin of the map, that tells the player that he didn't install the Gel-Particle-Pack and that some effects are missing, but he anyway can play the map without the effects if he want^^
Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted May 05, 2013
Replied 1 minute later
The original gel bombs don't use particles, but these new ones do. Particles are also used for gel moving through pipes in the original game.