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

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dues
4 Posts
Posted Jul 21, 2013
Replied 7 hours later
Yeah I am using version 2 of BEEmod 2. I have version 1 and 2 (version one doesnt have a "bee" icon, just a window icon). I got the mod from here: http://portal2backstock.com/bee/
I'm pretty sure it's the only place to get it. I did see in the notes that it fixed the warm lights. Guess mine didn't get fixed....
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TeamSpen210
608 Posts
Posted Jul 21, 2013
Replied 4 hours later
Open the folder that the BEE2 exes are in, then copy this file into the items folder, overwriting the old copy.
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portal2tenacious
393 Posts
Posted Jul 21, 2013
Replied 3 hours later
This would probably be better to post on the BEEmod thread or steam discussion so Ben can see it faster
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dues
4 Posts
Posted Jul 22, 2013
Replied 5 hours later
Thanks for the file! Seems my lights work now. Too bad though, I already did a number of things that caused me to lose my map (really long story). It was already published though so not too much of a loss. Woulda been nice to see it with the orange trim. Guess I'll make another.
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CoolDudeClem
26 Posts
Posted Jul 24, 2013
Replied 2 days later
Maybe I'm just incredibly stupid and doing something wrong, but I recently installed BEEMOD2 so I can have more items to use in my PeTI maps and found some bugs.

Some items such as logic gates, High Energy Pellet and the Mashy Spike Plate work perfectly, but others such as the Paint Fizzler and the Flux Field just show up as "ERROR" if I try to put them in my map, and when I test the level, those items are there but they're completely white and do nothing. Am I doing something wrong, or is this a bug that hasn't been fixed?

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Gemarakup
1,183 Posts
Posted Jul 24, 2013
Replied 1 hour later
That's because they don't have models yet. That is normal.
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jcdwalle
9 Posts
Posted Jul 24, 2013
Replied 1 hour later
How do I use the bee 2?
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TeamSpen210
608 Posts
Posted Jul 24, 2013
Replied 18 minutes later
The readme should have opened after you install it. All you really need to do is run the two programs, then drag and drop items into the editor palette. They'll show up ingame.
readme
||BEE2 Alpha release version .2

get more information about the BEE2 at portal2backstock.com/bee2

The BEE2 application is written by Benjamin Thomas Blodgett and Carl Kenner
Benjamin Blodgett - BenVlodgi [@] gmail.com
Carl Kenner - Carl.Kenner [@] gmail.com

You need to run "steam\steamapps\common\portal 2\StyleChanger.exe" once before using BEE2 to install the vbsp and vrad mods. That allows styles to work, makes previewing faster (low quality lighting), and allows in-game screenshots to be used when publishing. When previewing, you can hold Ctrl until the lighting step starts to see a full preview with correct lighting and elevators, or just hold Ctrl while pressing F9 for previewing with elevators.

To use BEE2, run the exe in the "steam\steamapps\common\portal 2\portal2_dlc2\BEE2" folder. Choose a style, choose a starting palette layout, then drag and drop items into your palette. You must click the File > Export menu to export the items to Portal 2. Your palette layout isn't saved unless you choose File > Save.

Items that aren't in your palette will still work if you load a map that has them, but you won't be able to add them. So for more items in your map than allowed in the palette, add a set of items in your map, save your map, then change the items in the palette, then load the map and add the new items.

known bugs in v.2:
duplicate items on palettes cause the first item to be selected when clicking on the second, you shouldn't even have two on the palette anyway
filter options for "Items Matching Style" and "Miscilanious" are broken

Many items don't work properly, or were made to lower standards than you are used to.

any other bugs send them to me at benvlodgi [@] gmail.com
make the subject "Portal 2 BEE: <problem>"||

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FelixGriffin
2,680 Posts
Posted Jul 24, 2013
Replied 1 hour later
They should, I built models in Propper and sent them to Ben a week ago.
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Gemarakup
1,183 Posts
Posted Jul 25, 2013
Replied 28 minutes later
Well, it hasn't been updated since the second release.
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Chilius03
96 Posts
Posted Jul 29, 2013
Replied 4 days later
XP USERS:I am an XP user and i have helped Ben get the program working.
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jcdwalle
9 Posts
Posted Aug 02, 2013
Replied 4 days later
How do you use the custom item dropper? I have it set to 3 but it does not drop anything. Help?
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Gemarakup
1,183 Posts
Posted Aug 03, 2013
Replied 23 hours later
It's bugged. Don't use it for now.
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jcdwalle
9 Posts
Posted Aug 03, 2013
Replied 18 minutes later

yishbarr wrote:
It's bugged. Don't use it for now.

Ok also how come the torch makes my test chamber unplayable?

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Gemarakup
1,183 Posts
Posted Aug 04, 2013
Replied 10 hours later
It shouldn't, but don't use it anyways as it's also bugged.
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bmaster2000
94 Posts
Posted Aug 04, 2013
Replied 10 hours later
No idea if it is just my computer but the dice sign-age appears to crash my computer half the time when you select it from the palette and when you copy with 'C' so you may want to look into that if there is a possible fix
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Gemarakup
1,183 Posts
Posted Aug 04, 2013
Replied 1 hour later

bmaster2000 wrote:
No idea if it is just my computer but the dice sign-age appears to crash my computer half the time when you select it from the palette and when you copy with 'C' so you may want to look into that if there is a possible fix

Do you guys ever check for updates??

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bmaster2000
94 Posts
Posted Aug 04, 2013
Replied 2 hours later
Hmm ok then. if it was updated it must have been very soon after I got the version I have been using. sorry about that. Thought I was being helpful by reporting it
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Gemarakup
1,183 Posts
Posted Aug 04, 2013
Replied 8 hours later
What? I was just asking if you had the updated version, because I do, and the dice signage works fine.
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TeamSpen210
608 Posts
Posted Aug 08, 2013
Replied 3 days later
This acually sounds like a problem Ben had with the logic gates; using the cube class causes crashes unless the model is specified twice for each subtype, one for a falling and stationary model. See here.
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