Felix Griffin's Editor Mod

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FelixGriffin
2,680 Posts
Posted Nov 02, 2012
In the style of the BEEMOD and HMW's extensions, here is the FGEMOD!

This mod allows you to select which items will appear on the palette in the editor. It includes all of the original items, as well as the ones from HMW's and Ben's mods, and a few custom ones. Any more can be added by creating .test files in the appropriate directory.

Also, if you have FudgePacker, each instance includes appropriate info_nulls for packing files automatically.

Some of the new test elements:
- Orange and blue autoportals
- Breakable glass
- Timers
- Configurable delays
- Monostable multivibrators
- T Flip-Flops
- Portal Deflection Cubes
- Sendificators
- Flammable Lemon Cubes
- Torches
- Vactube Pieces (DIY diversity vents!)
- Configurable and Changeable Skyboxes
- GLaDOS Choreo Scenes
- Bomb Droppers
- Catapult Cubes
- Physics Deflection Fields
- "A Little Higher" Cubes
- Some stuff I don't remember atm, probably

Felix Griffin's Editor Mod (FGEMOD)

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BenVlodgi
633 Posts
Posted Nov 03, 2012
Replied 13 hours later
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supermarioportal2
83 Posts
Posted Nov 04, 2012
Replied 19 hours later
...
OW MY OMGD ERJFDNGTHATS MODSSS ISS AWESHUMM I WANANA SUSSE IT MAKE ALSO BOMBS OMG
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FelixGriffin
2,680 Posts
Posted Nov 04, 2012
Replied 1 hour later
Sure, I hadn't considered those, but I already have a nice instance.

On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?

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Lpfreaky90
2,842 Posts
Posted Nov 04, 2012
Replied 9 hours later

FelixGriffin wrote:
Sure, I hadn't considered those, but I already have a nice instance.

On an unrelated note, modelling for the editor is HARD. Does anyone know how I can make a "3DS selection mesh" from an MDL file?

1) decompile the mdl file to smd(s) and a qc file. (using mdldecompiler)
2) install 3dsmax (free 30-day trial)
3) install the smd importer and exporters

That should get you a 3ds file... Then you only need to know how to make a selection mesh.
No clue there, but google should be able to help you there?

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FelixGriffin
2,680 Posts
Posted Nov 04, 2012
Replied 2 hours later
Thanks! I'm modelling in Propper, but there's no way to get a 3DS from that.

Also, new update: you can make GLaDOS say lines with a Choreo test element.

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HalfPortalLife3
20 Posts
Posted Nov 04, 2012
Replied 2 hours later
Wow, looks sweet. Seriously, vibrators? Portal reflection cubes? Explosive lemon cubes? AWESOME.
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FelixGriffin
2,680 Posts
Posted Nov 04, 2012
Replied 19 minutes later
There! Everything works now except the flipflop. Sigh...
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FelixGriffin
2,680 Posts
Posted Nov 05, 2012
Replied 21 hours later
Flip flop mostly fixed now, adding skybox selector.
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FelixGriffin
2,680 Posts
Posted Nov 05, 2012
Replied 39 minutes later
Oh, honestly.

I've discovered an update to the editoritems.txt parser! The third digit in a "Palette" block moves the object "forward" that amount, so 0 0 1 is now the second item in the first row. 0 0 4 is the first item in the second row. This means that you can't hide items by giving them a positive third digit.

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FelixGriffin
2,680 Posts
Posted Nov 06, 2012
Replied 19 hours later
Okay, I'm using a hacky workaround. Hopefully the later-items-replace-earlier-ones rule still holds...
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AD_79p2
103 Posts
Posted Nov 08, 2012
Replied 1 day later
"Flammable Lemon Cubes".

WTF? Lol, are those going to have a special Lemon Cube button or something?

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FelixGriffin
2,680 Posts
Posted Nov 08, 2012
Replied 7 hours later
The way they work is like this:

There are torches, which ignite when they receive power. Once they're on, they stay on indefinitely.

If a lemoncube touches a laser or a burning torch, it ignites. After thirty seconds it blows up.

So you can ignite more torches by carrying burning cubes to them, but don't hold on to them for too long. You could make some great puzzles with this and a Sendificator.

You can also burn turrets and such, but the lemoncubes are the most interesting.

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HMW
806 Posts
Posted Nov 08, 2012
Replied 7 hours later
Looks interesting! What is the format of those ".test" files? Is it just an "Item" block from editoritems.txt?

As for the sendificator model: it sounds like a terrible job having to make that in Propper. (I'm assuming that you're building it out of brushes? Ugh...)
Instead, how about I make a model for you, based on the real one? I was planning to make my own sendificator add-on some time, so I need one anyway. (Got plenty of time, since my Halloween project exploded and I'm not really busy with something else.)

By the way, the 3DS selection meshes are just low-res representations of the parts, like collision meshes in the game itself. If you type "puzzlemaker_drawselectionmeshes 1" in the console, you can see them. When making one, scale it to 1/128 of the in-game size.

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FelixGriffin
2,680 Posts
Posted Nov 08, 2012
Replied 32 minutes later
Thanks, HMW! I have a pretty "good" Sendificator model now, although it's pretty simplified (the base is a cylinder and a block, then a cylinder up, a block across, and a wedge down). Propper is a great thing. I'm sure a "real" (ie, modelled) one would be much better, this one is just a placeholder.

Do you know of a way to turn an SMD into a 3DS without any paid or trial-version program? Propper can't make one, but it does make reference SMDs.

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FelixGriffin
2,680 Posts
Posted Nov 09, 2012
Replied 16 hours later
Vacuum tubes finished, they're fun. Now I just need to fix the flip-flops and the Shadows of Time fizzlers.
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FelixGriffin
2,680 Posts
Posted Nov 09, 2012
Replied 10 hours later

Lemons, bombs, and vactubes, all in one screenshot!

http://steamcommunity.com/sharedfiles/f ... =107498079

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HMW
806 Posts
Posted Nov 10, 2012
Replied 14 hours later

FelixGriffin wrote:
Do you know of a way to turn an SMD into a 3DS without any paid or trial-version program?

Blender can export 3DS files directly; that's how I make them. The SMD tools for Blender can also import reference SMDs, so you could just convert them that way. (Remember to scale it down before exporting!)

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portal2tenacious
393 Posts
Posted Nov 10, 2012
Replied 39 minutes later

FelixGriffin wrote:
Vacuum tubes finished, they're fun. Now I just need to fix the flip-flops and the Shadows of Time fizzlers.

Are yo adding the sot mechanic as well?.

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FelixGriffin
2,680 Posts
Posted Nov 10, 2012
Replied 9 hours later
Yes, although that just broke today. :S

If I can't fix it I'll release without.

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