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

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FourthReaper
356 Posts
Posted Jul 30, 2012
Replied 9 hours later

BenVlodgi wrote:
Alexander Bell wrote:

To be honest, your post gives me an idea. Now if only I knew how to actually place a trigger. Could be a very nice opening sequence or something.

you dont know how to place a trigger? someone hit this guy with a Hammer 101 webpage

Hammer 101 webpage. First result on Google. Not what you meant? Try referring him/her back to the VDC.

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Alexander Bell
306 Posts
Posted Jul 30, 2012
Replied 3 hours later

BenVlodgi wrote:
Alexander Bell wrote:

How would people abuse doors? And if Valve cared about abuse, they would leave out laser fields and turret..

because you could be in a room of doors but have no idea what the goal is or which door to open
CamBen wrote:

they would make a hall of doors and orange gel to slide trough all of them. I've played enough pti to know what sorts of stupid stuff people do. many 5 star maps wouldn't be worthy of one star on here.

or that
Alexander Bell wrote:

To be honest, your post gives me an idea. Now if only I knew how to actually place a trigger. Could be a very nice opening sequence or something.

you dont know how to place a trigger? someone hit this guy with a Hammer 101 webpage

Why bother learning how to place a trigger when I can just place them in the pti?

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CamBen
973 Posts
Posted Jul 30, 2012
Replied 30 minutes later
because learning hammer will get you better results if you know the basics and expectations.
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Alexander Bell
306 Posts
Posted Jul 30, 2012
Replied 1 hour later

CamBen wrote:
because learning hammer will get you better results if you know the basics and expectations.

I can do all the hard stuff in pti, then just re texture and fix connections in Hammer, what else do I really need to do? I mean, sure those 128x128 brushes are a pita to re texture, but still.

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FelixGriffin
2,680 Posts
Posted Jul 30, 2012
Replied 8 minutes later
sigh It depends what kind of mapping you want to do, I suppose.
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catcherben
2 Posts
Posted Jul 30, 2012
Replied 2 hours later
I WOULD be using Hammer had my current computer not work with it. It'll do the GUI, but the compiler doesn't work on instances, or on any model in the .vmf. Here's the compiler error:
"could not load instance /common/portal 2/portal2/instances... and so on, then Hammer crashes, so Hammer is pretty much useless to me. That's why I'm waiting for something like this to come out!
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HMW
806 Posts
Posted Jul 30, 2012
Replied 40 minutes later
That's probably a problem with your game installation. Verifying your game cache might fix it.
(Steam games list, right-click Portal 2, click "properties", go to "local files" and click "verify integrity of game cache")

If that doesn't work and you want to ask for help, start a new topic in Hammer and Modding and give as much info as possible on what's going wrong.

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Alexander Bell
306 Posts
Posted Jul 30, 2012
Replied 5 hours later
This mod has a website now, I think its somewhere on the backstock one now. Not released yet, but thats a good sign!
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BenVlodgi
633 Posts
Posted Jul 31, 2012
Replied 2 hours later

FourthReaper wrote:
BenVlodgi wrote:

Alexander Bell wrote:

To be honest, your post gives me an idea. Now if only I knew how to actually place a trigger. Could be a very nice opening sequence or something.

you dont know how to place a trigger? someone hit this guy with a Hammer 101 webpage

Hammer 101 webpage. First result on Google. Not what you meant? Try referring him/her back to the VDC.

hah yah... well I was trying to make it sound like, hit this guy with a book, but its the future now... no need for books

Alexander Bell wrote:
CamBen wrote:

because learning hammer will get you better results if you know the basics and expectations.

I can do all the hard stuff in pti, then just re texture and fix connections in Hammer, what else do I really need to do? I mean, sure those 128x128 brushes are a pita to re texture, but still.

facepalm hammer is just soo much better and really not that much more difficult

FelixGriffin wrote:
sigh It depends what kind of mapping you want to do, I suppose.

right, and I prefer good mapping

catcherben wrote:
I WOULD be using Hammer had my current computer not work with it. It'll do the GUI, but the compiler doesn't work on instances, or on any model in the .vmf. Here's the compiler error:
"could not load instance /common/portal 2/portal2/instances... and so on, then Hammer crashes, so Hammer is pretty much useless to me. That's why I'm waiting for something like this to come out!

bummer dude, try what HMW said

Alexander Bell wrote:
This mod has a website now, I think its somewhere on the backstock one now. Not released yet, but thats a good sign!

I just made a new page on our back-stock website

http://portal2backstock.com/bee
I'll post a link there for the download whenever I finish it, which will hopefully be today

Hammer is far superior, and the PTI is only really good for prototyping ideas.
if you are going to make yo

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Shane
243 Posts
Posted Jul 31, 2012
Replied 11 hours later
Quite a lot of snobishness directed at PTI users here.
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Alexander Bell
306 Posts
Posted Jul 31, 2012
Replied 1 hour later
Hes being very snobby to PTI users by releasing a mod for free that he has clearly spent HOURS working on to give it at least 60% of the functionality of Hammer. How dare he be so rude? I guess we will all just have to

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BenVlodgi
633 Posts
Posted Jul 31, 2012
Replied 2 hours later

Shane wrote:
Quite a lot of snobishness directed at PTI users here.

yup, most of us have been mapping in hammer for a long time 1+ year myself. and PTI users come on here and ask how they can easily make their cookie cutter maps look professional, and most refuse to learn hammer

I suppose I do fuel their fire a little bit by giving out this mod today (not yet).
oh well, its all fun and games really

EDIT: The mod will probably not come out tonight, something has come up, and I have to leave for the night. I expect it will on your computers by tomorrow though.

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Shane
243 Posts
Posted Aug 01, 2012
Replied 1 day later
I intended in no way to diminish the work Ben is doing, sorry.

If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?

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BenVlodgi
633 Posts
Posted Aug 01, 2012
Replied 3 hours later

Shane wrote:
I intended in no way to diminish the work Ben is doing, sorry.

If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?

yes, not mappers though, other players
everything else is vanilla

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Alexander Bell
306 Posts
Posted Aug 01, 2012
Replied 21 minutes later

Quote:
I wish, and yes you guys are being Valve timed I suppose, right now August is making textures for the logic models, which were a late add, but I realized that giving you the ability to make your own logic would fix a lot of bugs that was going into some of the other entities
if you want to know about the nand gate, check it out here http://en.wikipedia.org/wiki/Logic_gate
it works only when all of the inputs are not activated

the logic gates have a terrible and strange bug, (sometimes) when you drag it onto the map, portal 2 just crashes, and I have no idea why
oh well just save before you add logic

today we made a breakthrough on something, which has given August a lot more things to do too bad, because he has done a lot already
we got some beta reports in, and I'm fixing the bugs now. By the looks of it, we'll have it out tomorrow very nicely polished (except for that crashing bug) once you have one logic entity you'll just want to use the copy feature (ctrl + drag)

-- Him on the Steam forums. Tomorrow again! I actually believe him again

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Shane
243 Posts
Posted Aug 02, 2012
Replied 11 hours later
The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?
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BenVlodgi
633 Posts
Posted Aug 02, 2012
Replied 9 hours later

Shane wrote:
The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?

I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead

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Shane
243 Posts
Posted Aug 02, 2012
Replied 1 hour later

BenVlodgi wrote:
Shane wrote:

The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?

I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead

That makes sense, his already uses the button class from what I can tell.

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Carl
13 Posts
Posted Aug 03, 2012
Replied 5 hours later
OK, I solved that crash. It's caused by not specifying the model twice in each subtype. The cube class needs a normal model and a falling model, but they can both be the same. If you only specify one model, you get random crashes when you place it.
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BenVlodgi
633 Posts
Posted Aug 03, 2012
Replied 11 minutes later

Carl wrote:
OK, I solved that crash. It's caused by not specifying the model twice in each subtype. The cube class needs a normal model and a falling model, but they can both be the same. If you only specify one model, you get random crashes when you place it.

strangest reason to crash, but he's right