FourthReaper Texture Pack: Fields

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FourthReaper
356 Posts
Posted Feb 24, 2012
Texture Files Included:

fr_surface_division_field
fr_force_deflection_field
fr_matter_inquisition_field
fr_compressed_smoke_field
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A small texture (material) pack I have assembled on special request in one of my maps threads.
Please note that I have created these textures with a certail function in mind. I would appreciate if you would take a close look at how I used them. The Surface Division Field (green) functions as a world portal, for example. (It is also use in some of my maps.)
I did not create instances for these "fizzlers" as I can't guarantee full functionality if I do. Please only use the textures if you know your way around handling these things.
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How to install:

Put the texture files in D:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\materials\FourthReaper.

A map vmf and compiled bsp are included in this small pack as to show how to make correct use of the textures. Please take a look at the vmf before use of these textures.

IMPORTANT:
Always add the files into the compiled bsp file (using Pakrat or something else) or create a VPK (if that still works, anyway)! Otherwise other people will not have the texture files themselves!
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Credits:

FourthReaper - for design and creation
Valve - for making the Half-Life/Portal universe a better place

Various others - for helping me make custom fizzler vmt's and helping me out on certain issues.

Feel discredited? Want in? Contact me at the topic for this pack on ThinkingWithPortals.com

File Name: Texture Pack.zip
File Size: 207.72 KiB
Click here to download FourthReaper Texture Pack: Fields
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FourthReaper
356 Posts
Posted Feb 24, 2012
Replied 2 minutes later

The textures in the pack. All except the standard and underground fizzlers (in the top corners) are included.
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Tullio
31 Posts
Posted Mar 02, 2012
Replied 6 days later
Very Very Very Nice!
FourthReaper you're a magician!
Thanks for sharing !
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FourthReaper
356 Posts
Posted Mar 02, 2012
Replied 2 hours later
Tullio wrote: Very Very Very Nice!
FourthReaper you're a magician!
Thanks for sharing !

Thanks! Nice to hear, I would love to see some use of these fields in maps!


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greykarel
225 Posts
Posted Mar 02, 2012
Replied 2 hours later
Good job.Thank you.
A couple of weeks ago I posted on a custom power field I made for my map using Valve's particle system.
Now in your pack I found a field with the feature I need.But I like the green one most and want it were that I need.
I hope you wouldn't mind if I use it the way I want.
Avatar
FourthReaper
356 Posts
Posted Mar 02, 2012
Replied 20 minutes later
greykarel wrote: Good job.Thank you.
A couple of weeks ago I posted on a custom power field I made for my map using Valve's particle system.

Link fixed.



greykarel wrote:

Now in your pack I found a field with the feature I need.But I like the green one most and want it were that I need.
I hope you wouldn't mind if I use it the way I want.

I'm genuinely surprised you didn't like that particle effect.But okay, sure you can use my fields. I just hope people won't be confused when the same texture has a different purpose in different maps...Also, don't forget to credit me, and rate! Really appreciated! Ah, who am I kidding. You probably won't read this anyway...




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greykarel
225 Posts
Posted Mar 02, 2012
Replied 15 minutes later
Yes that particle effect is quite good looking.And I do like it.I just thought your fields is more like
portal 2 fizzler. And I shall think what to use now.
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protoborg
288 Posts
Posted Mar 04, 2012
Replied 2 days later
I am adding a wiki page for creating these fields to the Valve developer site. I hope that is ok with you.
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FourthReaper
356 Posts
Posted Mar 04, 2012
Replied 33 minutes later
protoborg wrote: I am adding a wiki page for creating these fields to the Valve developer site. I hope that is ok with you.

Yeah sure, it's common knowledge. But I'm not sure what these fields specifically have to do with that. A page on the explanation of SolidEnergy vmt's is great, though.


greykarel wrote:

And I shall think what to use now.

Don't let me deter you, use whatever you need! Anyone can do anything they want with these fields, as long as I'm credited where it's due!




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protoborg
288 Posts
Posted Mar 04, 2012
Replied 1 hour later
FourthReaper wrote: Yeah sure, it's common knowledge. But I'm not sure what these fields specifically have to do with that. A page on the explanation of SolidEnergy vmt's is great, though.

I figured, just as there is a page there about the Portal 2 roller mine and tracking laser, there ought to be a page about these things. If you like you can edit the page I wrote to include the theory behind SolidEnergy fields. It would give the page a bit more content as well as helping people to appreciate them.


""

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FourthReaper
356 Posts
Posted Mar 04, 2012
Replied 1 hour later
protoborg wrote: I figured, just as there is a page there about the Portal 2 roller mine and tracking laser, there ought to be a page about these things.

Oh, I see what you did there, you made a page on how to make these configurations specifically. I'll look into that page. Thanks for that . So far it seems pretty accurate, I just want to make sure you didn't by any chance miss a brush or flag...But now I get what you mean. EDIT:Just read the part about the Surface Division Field.A few notes:









  1. Some links don't look too great, *Level_Design_Introduction_(Portal_2)/Your_First_Level*, for instance, could be written down shorter...
  2. I'd mention that most of the time you'll need to make the SDF two-ways. That is to say, front and back.
  3. I actually recommend making the *trigger_portal_cleanser* thicker than one unit. The two *linked_portal_doors* (again, front and back) should be at least a unit apart and the field needs to be in front of the portals...
  4. Upon making a SDF in conjunction with lasers or funnels, you probably want to add a func_brush with nodraw between front and back or behind just the front so those won't act really really weird.
  5. If you don't enclose the portals with a frame, there won't be any errors. It just doesn't look good and can be glitchy as there's no natural frame...
  6. Could you suggest that people look at the vmf of this file to see exactly how it works?

Also, you place underscores at the strangest places! Some things should have them, while others don't. Huh, this is almost reversed? The rest is solid, though!



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protoborg
288 Posts
Posted Mar 05, 2012
Replied 18 hours later
FourthReaper wrote: Some links don't look too great, *Level_Design_Introduction_(Portal_2)/Your_First_Level*, for instance, could be written down shorter...

I did this because the link refused to work otherwise.Edit: I have fixed this one.




FourthReaper wrote:

[*]I'd mention that most of the time you'll need to make the SDF two-ways. That is to say, front and back.

Most people are going to be putting the thing in a wall so the likelihood of each world portal being seen from the back is pretty slim, but I understand what you are saying. Maybe that should include a note about making freestanding ones double-sided.


FourthReaper wrote:

[*]I actually recommend making the *trigger_portal_cleanser* thicker than one unit. The two *linked_portal_doors* (again, front and back) should be at least a unit apart and the field needs to be in front of the portals...

Putting the field in front of the portal is not a bad idea. Making the field more than 1 unit, though, will lead to some very strange visual behavior when you pass through it.


FourthReaper wrote:

[*]Upon making a SDF in conjunction with lasers or funnels, you probably want to add a func_brush with nodraw between front and back or behind just the front so those won't act really really weird.

Good idea.


FourthReaper wrote:

[*]If you don't enclose the portals with a frame, there won't be any errors. It just doesn't look good and can be glitchy as there's no natural frame...

Actually, world portals WON'T compile if they are not enclosed. I know from experience.


FourthReaper wrote:

[*]Could you suggest that people look at the vmf of this file to see exactly how it works?

That is not half bad. It would be a good idea, indeed.


FourthReaper wrote:

Also, you place underscores at the strangest places! Some things should have them, while others don't. Huh, this is almost reversed?

I was merely linking to other articles and some of them require the link to have underscores. It is interesting which ones do and which ones don't.


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Lpfreaky90
2,842 Posts
Posted Mar 05, 2012
Replied 31 minutes later
Actually, world portals WON'T compile if they are not enclosed. I know from experience.
I think FourthReaper means that there won't be problems when there is no frame around it. There need to be world brushes around it or there will be leaks
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protoborg
288 Posts
Posted Mar 05, 2012
Replied 6 minutes later
lpfreaky90 wrote: protoborg wrote: Actually, world portals WON'T compile if they are not enclosed. I know from experience.
I think FourthReaper means that there won't be problems when there is no frame around it. There need to be world brushes around it or there will be leaks

That is what I meant in the article I wrote.


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protoborg
288 Posts
Posted Mar 05, 2012
Replied 4 minutes later
FourthReaper, please fell free to edit the article if you like.
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FourthReaper
356 Posts
Posted Mar 07, 2012
Replied 2 days later
I haven't been online for a couple' days, sorry about that...

protoborg wrote: FourthReaper, please fell free to edit the article if you like.
Hmmm, I might. Still too buisy now, but I might add some info there sometime. Would have to make an account but no problem really. Thanks for telling, and ofcourse for making the article to begin with.

lpfreaky90 wrote: I think FourthReaper means that there won't be problems when there is no frame around it. There need to be world brushes around it or there will be leaks
How peculiar. I could swear I can compile world portals without any edges and still compile. No issues for me there... Ah well, it's not that important, really.
Avatar
da1
10 Posts
Posted Mar 09, 2012
Replied 2 days later
This textures are quite nice, but i think I won't use any of the proposal use ideas (exept yhe world portals), but I think I know how to make use of your fields. But, I think I need them... er.. diffrent colored. I would change the appearance by myself, but the colour system is bit misterious:
Code: Select all $FLOW_COLOR "[0.3 0.1 0.4]"
$FLOW_VORTEX_COLOR "[5 2.5 5]"

I'm sure this is not the the standard HTML coloring - could you help me with these? I need blue and orange.
Avatar
spongylover123
944 Posts
Posted Mar 09, 2012
Replied 9 minutes later
da1 wrote: This textures are quite nice, but i think I won't use any of the proposal use ideas (exept yhe world portals), but I think I know how to make use of your fields. But, I think I need them... er.. diffrent colored. I would change the appearance by myself, but the colour system is bit misterious:
Code: Select all $FLOW_COLOR "[0.3 0.1 0.4]"
$FLOW_VORTEX_COLOR "[5 2.5 5]"

I'm sure this is not the the standard HTML coloring - could you help me with these? I need blue and orange.

They are floating point numbers that use the RGB colour system.For example 255 140 0 is orange in RGB.if you divide by 255, it makes 255 0.54 0





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FourthReaper
356 Posts
Posted Mar 09, 2012
Replied 45 minutes later
spongylover123 wrote: They are floating point numbers that use the RGB colour system.
For example 255 140 0 is orange in RGB.
if you divide by 255, it makes 255 0.54 0

True, thanks for explaining that. Though I think you mean:


I just wrote:

it makes 1 0.54 0

Appreciate the help.@ da1: do you know how to implement them from there? If not, I could help. If you can, feel free to edit the field vmt's in any way you like, and use them however you want. Especially if you change things like color, since it means there's no confusion among players like there is when two maps use the same field for something different.The fact that I made these fields doesn't mean you can't make something similar yourself. Though if you use this field or a derivative of it I would appreciate being credited.





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da1
10 Posts
Posted Mar 10, 2012
Replied 15 hours later
Unfortunatly, when I've tryed to recolour the force deflection field to blue, the result was... Em.. Not that what I expected
http://zapodaj.net/7b19553bfaca.jpg.html

Could you help me?
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