1. Post #81
    Randdalf's Avatar
    March 2010
    2,435 Posts
    But I can't stick brushes *to* the arm?
    Assuming your arm has a static finishing position, there's no need to. I don't think portals are allowed on moving surfaces.
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  2. Post #82
    Tommyx50's Avatar
    July 2010
    622 Posts
    Shouldn't they be possible now in the Portal 2 engine? Since now you can place portals in maps?

    Though the Portal Gun may have the disability for Portals not to move as a design intentionally added, rather than engine limitations. But map portals should theoretically be moveable, right?
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  3. Post #83
    Simspelaaja's Avatar
    June 2008
    483 Posts
    Assuming your arm has a static finishing position, there's no need to. I don't think portals are allowed on moving surfaces.
    There was a moving surface where you could place portals when you    destroyed the neurotoxin factory   
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  4. Post #84
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts
    Assuming your arm has a static finishing position, there's no need to. I don't think portals are allowed on moving surfaces.
    They are. Remember the part where you have to slice all the cables with a moving portal?
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  5. Post #85
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    Assuming your arm has a static finishing position, there's no need to. I don't think portals are allowed on moving surfaces.
    But it looks so nice! And it's funny to experiment with the arms.
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  6. Post #86
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts
    Also for the panels, when they have finished moving into position, give them a kill input and have a brush with the appropriate material spawn instead.
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  7. Post #87
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    Also for the panels, when they have finished moving into position, give them a kill input and have a brush with the appropriate material spawn instead.
    But how do I make a func_brush follow the movement of the arm in question?
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  8. Post #88
    CJF
    PieClock's Avatar
    August 2006
    16,176 Posts
    There was a moving surface where you could place portals when you    destroyed the neurotoxin factory   
    I'm 99% sure that was some sort of trickery because there were a ton of other times that could have been utilized, but wasn't.
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  9. Post #89
    Ah yes "opinions"
    Jackald's Avatar
    October 2005
    16,902 Posts
    But how do I make a func_brush follow the movement of the arm in question?
    Can this not be done with parenting?
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  10. Post #90
    Gold Member
    ferdam's Avatar
    June 2005
    1,993 Posts
    Credits:
    - Whoever made that model renaming script
    - The guy who made BSPSource
    - Valve
    I created the script originally for importing l4d1 models into Gmod. :P

    I'm glad to see it's been useful for years !
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  11. Post #91
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    Can this not be done with parenting?
    No, it cannot. I tried everything. It just stays there and the arm moves RIGHT THROUGH IT!
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  12. Post #92
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    But how do I make a func_brush follow the movement of the arm in question?
    Do all these steps:
    - Make sure your prop_dynamic is in BindPose animation for calibration
    - Pre-parent your brush to the arm prop_dynamic
    - Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
    Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"


    PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect.

    Blend: Calling a new animation while another non-idle is still playing
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  13. Post #93
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    Do all these steps:
    - Make sure your prop_dynamic is in BindPose animation for calibration
    - Pre-parent your brush to the arm prop_dynamic
    - Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
    Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"

    I will report back if I did this right. Also, you are like a bare-butt saint sent from the heavens.
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  14. Post #94
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    I'm 99% sure that was some sort of trickery because there were a ton of other times that could have been utilized, but wasn't.
    There are other unusual tricks, like    there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one   .
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  15. Post #95
    It's a boomer! Watch out!
    boomer678's Avatar
    March 2009
    1,518 Posts

    Got gels working :buddy:
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  16. Post #96
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts

    Got gels working :buddy:
    :razz:
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  17. Post #97
    CJF
    PieClock's Avatar
    August 2006
    16,176 Posts
    I love the test chamber textures.
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  18. Post #98
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    How do you make those fancy lights? Those behind glass.
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  19. Post #99
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,838 Posts
    How do you make those fancy lights? Those behind glass.
    Would like to know this
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  20. Post #100

    July 2009
    298 Posts
    There are other unusual tricks, like    there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one   .
    This is also done   in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.   
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  21. Post #101
    Gold Member

    August 2010
    5,708 Posts
    How do you make those fancy lights? Those behind glass.
    env_projectedtexture

    and can someone tell me how to make gels work
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  22. Post #102
    Ah yes "opinions"
    Jackald's Avatar
    October 2005
    16,902 Posts
    This is also done   in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.   
    Just an aside note, I loved the sort of semi-remixed speedy version of the main theme that plays when that happens.
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  23. Post #103
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,838 Posts
    env_projectedtexture

    and can someone tell me how to make gels work
    no i think he means the light texture / model , not the light entity
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  24. Post #104
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,393 Posts
    Converting models anxiously
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  25. Post #105
    Gold Member
    Tovleman's Avatar
    January 2009
    2,351 Posts
    Do all these steps:
    - Make sure your prop_dynamic is in BindPose animation for calibration
    - Pre-parent your brush to the arm prop_dynamic
    - Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
    Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"


    PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect.

    Blend: Calling a new animation while another non-idle is still playing
    I'm either thick as a piece of very thick concrete, or just really, really, dumb. But I can't seem to get it working. Could you maybe create a video tutorial? It would probably take like, 15 minutes to film and create. And it would help me hours of experimenting with the software.
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  26. Post #106
    Gold Member

    August 2010
    5,708 Posts
    no i think he means the light texture / model , not the light entity
    oh those, ill make a prefab quick
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  27. Post #107
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,393 Posts
    Whoever made the TF2maps thread with the FGD link, the link is broken.
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  28. Post #108
    Ex-Least Respected Usergroup
    icemaz's Avatar
    June 2007
    7,097 Posts
    Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too.

    http://horobox.co.uk/u/icemaz_1303477895.zip

    Have fun and come up with some nice examples

    And have a video of it for good measure
    Edited:

    Still processing though
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  29. Post #109
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,838 Posts
    oh those, ill make a prefab quick
    thanks , I'd like a copy of that please :)
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  30. Post #110
    Ah yes "opinions"
    Jackald's Avatar
    October 2005
    16,902 Posts
    Rooting around in the files, finding some interesting things....


    Turns out ALL of the sound in the opening section was ONE 2 minute 18 sound clip. The music, the container's collisions, wheatley's speech, it was ALL one sound clip.
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  31. Post #111
    Gold Member

    August 2010
    5,708 Posts
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  32. Post #112
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  33. Post #113
    Fearlezz's Avatar
    November 2007
    923 Posts

    Got gels working :buddy:
    How did you get it to work?
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  34. Post #114
    SteamDB
    Marlamin's Avatar
    November 2007
    10,903 Posts
    Here is a new World Portals map, comes with complete instructions, VMF of the map and a prefab to help you on your way too.

    http://horobox.co.uk/u/icemaz_1303506610.zip

    Have fun and come up with some nice examples

    And have a video of it for good measure


    Edited:

    Still processing though
    This is really great, but visually quite buggy. Oh god, there's a TARDIS!
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  35. Post #115
    Gold Member
    Smasher 006's Avatar
    September 2009
    4,850 Posts
    Rooting around in the files, finding some interesting things....


    Turns out ALL of the sound in the opening section was ONE 2 minute 18 sound clip. The music, the container's collisions, wheatley's speech, it was ALL one sound clip.
    Very efficient, if a bit hard to work with.
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  36. Post #116
    Gold Member
    Mitchel.'s Avatar
    April 2011
    1,167 Posts
    Creating maps in portal 2 is very easy... I can't wait for official sdk
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  37. Post #117
    Ex-Least Respected Usergroup
    icemaz's Avatar
    June 2007
    7,097 Posts
    This is really great, but visually quite buggy.
    Yeah you have to try and not use too many, or have them at an angle (as I did ).

    Also another thing to note, is you can't have 3 portals, with 2 of them leading to one of them. So you have A, B and C, and when you go into B or C you come out of A, for some reason i couldn't get it to work which was disapointing. You could probably get it to work by turning them on and off.

    Oh shit I just realised I missed out how to turn them on .
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  38. Post #118
    Ah yes "opinions"
    Jackald's Avatar
    October 2005
    16,902 Posts
    DAMMIT!

    That kickass remix of the main theme was all part of one great big sound file with all of the dialogue and sound effects going on too

    (warning, spoilers)
    http://dl.dropbox.com/u/10001051/por...oon_mix_01.wav
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  39. Post #119

    April 2011
    11 Posts
    HERP DERP
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  40. Post #120
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Added projected shadows to the map!



    A little hard to see, but they work.
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