Portal: Stay Inside

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WinstonSmith
940 Posts
Posted Dec 26, 2009
Allow me to introduce...

Portal: Stay Inside

Portal: Stay Inside is a mod that I'm currently developing. I've kept it more or less under wraps up until recently, and because it's been a few weeks since I've thrust it out into the light of day, I figured it was about time that I officially put it out on the TWP forum. I know that the TWP community isn't as active as other communities, but I'd like to get as much feedback as possible from everyone. The VDC page's been up for a while, but I just created a ModDB page a few weeks ago. I'm planning on using this thread to publicize any announcements, updates, etc. that come out as well as miscellaneous tidbits about the mod. There are currently five screenshots and one news post up on the ModDB page giving a more in-depth explanation of the mod.
All feedback/comments/suggestions are welcome!

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Mek
459 Posts
Posted Dec 27, 2009
Replied 11 hours later
Well, I hope it gets finished soon :smile:
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WinstonSmith
940 Posts
Posted Nov 28, 2010
Replied 11 months later
Alright, update time. And I apologize for the bump, but I didn't want to pull a Facepunch and make a "Mk II" thread. Anyway, Here's most of the media I've released so far; all of it's on ModDB/YouTube, and I'm mainly posting this just to get things going again. I've got a big media update a month or two around the corner (sooner if I have more free time). Comments, suggestions, criticisms, and feedback of any sort is welcome.

***Miscellaneous Media***
RIFT Memo--A PDF file that is meant to serve as a bit of a teaser.

***Images/Screenshots***
[Click on the thumbnails to enlarge]

Note: A fair amount of these screenshots are out of date now, actually. For instance, the shot of the wakeup chamber looks absolutely NOTHING like the map does right now.

img img img img img img img img img

***Videos***

m3wrUwlAoSs vh4SQAuEuzg

wXyo_-cAI5Y 4FHSaC4KXqk

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msleeper
4,136 Posts
Admin
Posted Nov 29, 2010
Replied 2 hours later
Oh look, yet another "Portal 2 in Portal" release/content. Should have stuck with the original idea circa December 2009, it would have been more original.
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WinstonSmith
940 Posts
Posted Nov 29, 2010
Replied 6 hours later

msleeper wrote:
Oh look, yet another "Portal 2 in Portal" release/content. Should have stuck with the original idea circa December 2009, it would have been more original.

Point taken. But do give me some credit, I don't want to turn this into a Portal 2 mod. To be brutally honest, I'm not planning on including a lot of the video concepts in the mod (I mainly posted those two videos because I wanted to show them off). Maybe the Aerial Faith Plate if I'm struggling for an idea, but God help me if I want to put a Pneumatic Diversity Vent in, that thing is a pain to set up and still buggy as heck. I am by all means planning on sticking with the original Portal theme and mostly, if not completely, original puzzle concepts.

Oh, and those Portal 2 textures are my own. Just thought I'd mention that.

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p0rtalplayer
1,366 Posts
Posted Nov 29, 2010
Replied 2 hours later
You've probably got this figured out by now, but just in case you don't:

to get rid of the blue and orange light inside the tube of the portalgun (since unfortunately you can't recolor it), just make portalgun_effects.vtf inside materials/sprites/ all black. That's what hunter did for my portal 2 co-op portals pack and it works great :biggrin:

Hmm...never uploaded that here. Maybe when I get around to finishing it I'll do that

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Pilchard123
334 Posts
Posted Nov 29, 2010
Replied 2 hours later

p0rtalplayer wrote:
... unfortunately you can't recolor it), just make portalgun_effects.vtf inside materials/sprites/ all black...

Isn't that recolouring it? I don't know much about texturing, etc, but...

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WinstonSmith
940 Posts
Posted Nov 29, 2010
Replied 4 hours later

Pilchard123 wrote:
p0rtalplayer wrote:

... unfortunately you can't recolor it), just make portalgun_effects.vtf inside materials/sprites/ all black...

Isn't that recolouring it? I don't know much about texturing, etc, but...

Not quite. Apparently, it works by pulling colors from code (which is why I can't change the crosshairs color properly for now, still searching). It takes the white as opaque and black as transparent and applies the color to it; making the entire sprite black (transparent works too) just eliminates the glow altogether, which might have to do.

Thanks for the solution p0rtalplayer! Omni and I are still combing through the DLLs with various tools to try and find the values so the crosshairs and glow can be properly modded.