Felix Griffin's Editor Mod

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wildgoosespeeder
178 Posts
Posted Nov 12, 2012
Replied 1 day later
I had no idea it would get better after BEE Mod!
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FelixGriffin
2,680 Posts
Posted Nov 12, 2012
Replied 1 hour later
Thanks!

Now everything works except the SoT stuff and flip-flops. I think the rest is enough to release. Just don't use those two things.

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LichGod
16 Posts
Posted Nov 13, 2012
Replied 8 hours later
When will it be available?
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FelixGriffin
2,680 Posts
Posted Nov 13, 2012
Replied 6 hours later
Today, hopefully. Cross your fingers...
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CamBen
973 Posts
Posted Nov 14, 2012
Replied 17 hours later

HMW wrote:
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!)

So, portal 2 can use 3ds files?

Also, can't wait to start messing with the new elements on release!

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FelixGriffin
2,680 Posts
Posted Nov 14, 2012
Replied 6 hours later
RELEASED! Felix Griffin's Editor Mod (FGEMOD)

Known issues at the moment:
- Portal deflections cubes were acting up, so I removed their global_ents from the modified elevator instance. You can try adding them back in, although I don't know how well it'll work.
- Cameras...I don't even know. I set them up the same way I did everything else, and yet both the editor model and instance still rotate crazily in-game.
- Orange gel cubes are temporarily removed, using that won't drop anything. I needed to debug them.
- Non-lemon cubes won't make particles when ignited from a torch.
- Torches look just like buttons in the game, despite my attempts at using decals.
- For the sendificator to work, the mandatory observation room must be on the very edge of your map (or at least with no portal walls behind it), and on the same side as the entrance door starts out. This is due to a weird bug in rotation that I'm not sure still exists, but just to be safe...
- The player can't walk in a single 128x128 cube under a downward-pointing vactube entrance, because of the clip ramps I used to get you in. I'm still trying to figure out how to fix this one.

And some others, probably. Tell me how it works for you!

The FGEMOD Testing puzzle just contains a bunch of different things, I've been playing around in there whenever I add a new element. It's not a very good puzzle to see how things work, but you can look at it if you want. I'd recommend making your own simple test to start playing around with.

To make your own test elements for this, make an instance as you would normally for the editor, then make a .TEST file. This contains two lines of metadata (name, then description) followed by the Item block from editoritems.txt. Replace the palette position with $P so the mod will replace it, then put it in the Science directory.

Credits are in the individual .TEST files.

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PortalFan95
10 Posts
Posted Nov 14, 2012
Replied 8 hours later
I'm trying to run your exe in scripts, but i get this error:

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FelixGriffin
2,680 Posts
Posted Nov 14, 2012
Replied 49 minutes later
Hm. I thought I static-linked it. I'll add those files to the package.
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crazyal02
5 Posts
Posted Nov 23, 2012
Replied 9 days later
The mod is impossible to use on a Mac (the .exe won't even run in WINE). Perhaps you could port the .exe?
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FelixGriffin
2,680 Posts
Posted Nov 24, 2012
Replied 1 day later
I've been planning to release source so you can compile on Mac or Linux, but I think I hard-linked something wrong and my include directory contains another include directory, ad infinitum. If/when I fix that I'll give you the source. But at the moment all I can get is the preprocessed source, which will compile but is hell to edit. Sorry.
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CamBen
973 Posts
Posted Nov 24, 2012
Replied 7 minutes later
Can you maybe add in a ping detector for co-op? It would come in handy in a few maps I've started making and others ive seen.
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FelixGriffin
2,680 Posts
Posted Nov 25, 2012
Replied 10 hours later
Sure, should it detect pings on a surface or on an object?
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CamBen
973 Posts
Posted Nov 25, 2012
Replied 1 hour later
A surface, maybe a panel with a large indicator light on it that switches when activated.
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FelixGriffin
2,680 Posts
Posted Nov 25, 2012
Replied 37 minutes later
Okay, I can do that.
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CamBen
973 Posts
Posted Nov 26, 2012
Replied 11 hours later
Thanks!
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BenVlodgi
633 Posts
Posted Nov 27, 2012
Replied 1 day later
you should add a download link to the OP
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FelixGriffin
2,680 Posts
Posted Nov 27, 2012
Replied 5 hours later
Good idea, I'll do that.
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AD_79p2
103 Posts
Posted Dec 01, 2012
Replied 4 days later
I don't quite understand what the SoT elements do. What are they used for?
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FelixGriffin
2,680 Posts
Posted Dec 01, 2012
Replied 1 hour later
They create an effect as in the "Shadows of Time" level pack. You can hit CTRL to step back in time 30 seconds, and have a "shadow" copy your previous actions (and can do things like standing on buttons to hold doors, or blocking lasers).
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crazyal02
5 Posts
Posted Dec 02, 2012
Replied 11 hours later
That is... AWESOME

Anyway: Would it be possible to port the .exe to Java or something similar? That way, only one version would have to be distributed, and once Portal 2 is inevitably on Linux, you won't have to port it again.

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