Portal 1 Super Gravity Gun?

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CamBen
973 Posts
Posted Sep 01, 2014
So, I'm in a bit of a dilemma here. I really need to be able to get a working super gravity gun in portal one, but the code for one in portal 1 is missing, sort of like how in gmod you can't get a super gravity gun using the console or an env_global.

Making it using console commands for the trace length, launch force, grab length, etc isn't too hard, and i can do a hacky workaround for grabbing ragdolls, but what I really need now is a way to make the viewmodel and effects not show up orange. Is there any possible way I can switch the effects and viewmodel out mid-game and still have them as "viewmodels" or "viewmodel effects"?

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FelixGriffin
2,680 Posts
Posted Sep 01, 2014
Replied 9 hours later
What happens if you try to use the env_global, followed by the console command physcannon_megacannon 1?
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CamBen
973 Posts
Posted Sep 02, 2014
Replied 2 hours later
Nothing.

EDIT: is there any possible way somebody could decompile and recompile the gravity gun viewmodel with both the default skin and the supercharged one? Whenever I try to recompile it my "prongsblend" animation gets messed up and ruins the whole viewmodel.

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mightygary101
1 Posts
Posted Sep 03, 2014
Replied 23 hours later
Hm interested with the gravity gun!
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kyleprotecX
116 Posts
Posted Sep 03, 2014
Replied 2 hours later
It's possible to decompile the gravity gun mdl but its hard to find a working decompiler.
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CamBen
973 Posts
Posted Sep 04, 2014
Replied 1 day later

Ok while the website was down yesterday I found the decompiled v_physcannon in the source sdk files and recompiled it with the skin. Once I'm on my computer I'll post pics. Now all that needs fixing is the sounds and effects.

EDIT: pics now up.

physcannons.png