Making a custom screenoverlay?

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Skinnycap
79 Posts
Posted Feb 10, 2013
Hey again.

just found out that i need to creat a screenoverlay for the chapter III of memories.
When the player pick up the core. the core will appear in your "backpack?" so that you don't have to carry around with it. in this chapter, carry around with this core will make it impossible

any one have any idea of how this is made?

I have tryed myself but the reluslt are horrible.

anyone?:)

thank you

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vanSulli
994 Posts
Posted Feb 10, 2013
Replied 36 minutes later
This is very easy to do in code; the problem is that code is basically the only way its ever done in actual Valve games. You might try VSCripts, but I don't know enough about them to give you a good place to start.
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p0rtalplayer
1,366 Posts
Posted Feb 10, 2013
Replied 5 minutes later
I see two options here:

1) Do your idea with the backpack. Use an env_screenoverlay or whatever the entity is (I'm assuming you know as you said you tried) with a custom texture that shows the core. I could mock something up, if you like.

2) Find another way to ensure the player doesn't have to actually carry the core around. Maybe give it one of those plug-panel thingies to sit in and open a door, and have the player come back when the puzzle is done. I don't know what the area looks like (obviously) so this might not be possible, but it would be a nice way to sidestep the implementation of a game mechanic which hasn't previously existed in any portal game (inventory).

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Skinnycap
79 Posts
Posted Feb 10, 2013
Replied 59 minutes later

p0rtalplayer wrote:
I see two options here:

1) Do your idea with the backpack. Use an env_screenoverlay or whatever the entity is (I'm assuming you know as you said you tried) with a custom texture that shows the core. I could mock something up, if you like.

2) Find another way to ensure the player doesn't have to actually carry the core around. Maybe give it one of those plug-panel thingies to sit in and open a door, and have the player come back when the puzzle is done. I don't know what the area looks like (obviously) so this might not be possible, but it would be a nice way to sidestep the implementation of a game mechanic which hasn't previously existed in any portal game (inventory).

I would love to have some help about doing the screenoverlay
Make a overlay with a picture of a core somewhere on the screen, so the player know that you have one on you.

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FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 1 hour later
VALVe broke the env_screenoverlay entity in DLC2, iirc. Even the materials imported from HL2 don't work.
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p0rtalplayer
1,366 Posts
Posted Feb 10, 2013
Replied 3 hours later
Was unable to get the entity working in my quick test, but here's what it looks like photoshopped onto an image:

And here's a png (photoshop didn't want to keep the transparency as tga) with a high-res version of it (up to you to make it screen-sized for screenoverlay)

Edit:

FelixGriffin wrote:
VALVe broke the env_screenoverlay entity in DLC2, iirc. Even the materials imported from HL2 don't work.

Oh, really? that would explain my troubles then. Maybe it would work in a mod that doesn't load DLC2?

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FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 28 minutes later
That might work, I've only tried it in the normal game.
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vanSulli
994 Posts
Posted Feb 11, 2013
Replied 14 hours later
That looks suspiciously like a HEV suit icon.
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reepblue
894 Posts
Posted Feb 11, 2013
Replied 1 hour later

FelixGriffin wrote:
VALVe broke the env_screenoverlay entity in DLC2, iirc. Even the materials imported from HL2 don't work.

Ladies and Gentlemen, this is why I don't work in Portal 2 anymore.

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FelixGriffin
2,680 Posts
Posted Feb 11, 2013
Replied 2 hours later
You could make a custom (reduced-size) model or a transparent brush with a real overlay, then SetParentAttachmentMaintainOffset to the !player's eyes.

And I totally agree with that, Reepblue. I only use it because it's the only game with both VScripts and portals.

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p0rtalplayer
1,366 Posts
Posted Feb 11, 2013
Replied 14 minutes later

FelixGriffin wrote:
You could make a custom (reduced-size) model or a transparent brush with a real overlay, then SetParentAttachmentMaintainOffset to the !player's eyes.

And I totally agree with that, Reepblue. I only use it because it's the only game with both VScripts and portals.

Might work but it'd be a little stutter-y. If you've played Motanum's A la Tag maps you'll know what I'm talking about.

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