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?
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.
- 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
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 .
I love the test chamber textures.
How do you make those fancy lights? Those behind glass.
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.
Converting models anxiously
Whoever made the TF2maps thread with the FGD link, the link is broken.
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.
Have fun and come up with some nice examples
And have a video of it for good measure
Still processing though
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.
Here's some of the music (Bear in mind they're designed to overlap and intersect) from chapter 9:
Creating maps in portal 2 is very easy... I can't wait for official sdk
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 .
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
Added projected shadows to the map!
A little hard to see, but they work.