Gel...From Scratch!
HOW you do that
It's mostly clever (ab)use of Particle System operators. For example, I used Velocity Repulse from World with a negative value and Collision Via Traces to make the blobs stick to the ground.
If you look at my Ice Gel in the Hammer Notepad thread, that's my newest attempt at making a cheap ground particle.

But if ypou don't get it otherwhise, without game-chrashes, there is no other optio, I think
But Can't you try to make it look similar to info paint sprayer Gels?
And whats now with the cleansinggel? since they dont affect each other., you woukd need to make an own cleansing Gel for your Gels, right?
Just saw the other question above...I'd love to make the effect look like a normal gel, but the only way to place overlays or decals at runtime (without C++ code) is to lay them out over the whole map and then enable them when the gel gets near, which is what I was trying to avoid with this.
The Icy-Gel splatter looks even more like Gel than these stranges strings^^
But what is with the version the old video of the green and purple Gel use? why din't you use this?
For the Cleansinggel you may should make the cleansinggel for your Gels like one of you other Gels, that it just celans you Gels. than Mapmaker coould merge paintsprayergels with your cleansing, and your gels with paintsprayer cleansinggel and the Gels where able to overlape. if cleansinggel is neede just merge both celansinggel versions^^
flarn2006 wrote:
Would it be possible to make it look more like the vanilla gels, as in appearing as a decal on the floor rather than a 3D puddle?FelixGriffin wrote:
Unfortunately I've had to change my approach a little bit. The gel on the ground looks awesome this way (as well as on walls and ceilings and the like), but it's REALLY expensive. If you have more than 16 or so splatters on the screen at once the game crashes (apparently the Blobulator doesn't understand when the simulation is frozen).If you look at my Ice Gel in the Hammer Notepad thread, that's my newest attempt at making a cheap ground particle.
flarn2006 wrote:
Would it be possible to make it look more like the vanilla gels, as in appearing as a decal on the floor rather than a 3D puddle?FelixGriffin wrote:
I'd love to make the effect look like a normal gel, but the only way to place overlays or decals at runtime (without C++ code) is to lay them out over the whole map and then enable them when the gel gets near, which is what I was trying to avoid with this.
It's a shame Valve didn't release the C++ code for Portal 2 like (I believe) they did with the first Portal. Anyone know why?
But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
FelixGriffin wrote:
Open-source software has to be free, since anyone with the code could get around DRM you put in. Portal and Portal 2 are not.But it would be nice if they did something like they did with HL2, where they released the code for free but not the resources required to run the game.
Well then by that logic, games without DRM (mostly indie games) have to be free as well. And what they did with HL2 is what I was referring to.
For example blue prints/templates(with well written tutorials on how to use them) to make new gels the same way they did: $5.00
I mean, it wouldn't be free, but you get the idea, this way they're not selling the code itself but the basic idea of it. (So you don't have to spend months developing your own method xD)
I was considering moving my mod over to the Portal Leaked Source Code and fixing some things... but I'd rather not get sued big time by Valve.
and in the Video of your anty gravity Gel, it looks like player and cubes are pushed up from the Gel? Can you may switch this to the opposite, so hat you are pulled down to the gel? on this way you might be able to climb along the chambertop^^
But with my gels, the whole point of coding it with the script and particles is so that the mapper doesn't need to do anything special. He or she can just add an instance and be done with it. That's also why I'm working on the particle splatter rather than making a decal appear: a decal would require something like the adhesion grid.
I'll see if I can whip up a copy of Omni's gel so you can see how it works. But I haven't been able to find a way to make it work without the grid, and I don't want to force mappers to cover their whole map in a network of carefully-aligned triggers.
A possible solution would be special panels which prevent Adhesion Gel from instantly solidifying. That I could probably do. Would that work?
Can you still may release an optional version, containing the these grids for the Adhedsion function and the Gel looking like paintsparyer gels, for those like me who probably wouldn't have a problem to cover their whole mat with such Grids?