Adhesion/Reflection Gel?
Quote from FelixGriffin on May 20, 2012, 10:59 pmInteresting new development: creating paint blob textures for Adhesion Gel change it from white to purple! Haven't found the var for the player-view-color yet, though, it isn't stick_paint_color.
Interesting new development: creating paint blob textures for Adhesion Gel change it from white to purple! Haven't found the var for the player-view-color yet, though, it isn't stick_paint_color.
Quote from FelixGriffin on May 21, 2012, 6:21 pmHas anyone found a way to change the color when it sprays you? There should be a variable somewhere...or does it use speed_paint_color?
Has anyone found a way to change the color when it sprays you? There should be a variable somewhere...or does it use speed_paint_color?
Quote from CamBen on May 21, 2012, 6:58 pmI think the paint view splash effect is a particle effect.
I think the paint view splash effect is a particle effect.
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on May 22, 2012, 6:06 pmNew, related question now.
How do I specify that when a prop is painted, it should switch to a particular skin? I've seen the Bumbleball do it with a prop_physics.
New, related question now.
How do I specify that when a prop is painted, it should switch to a particular skin? I've seen the Bumbleball do it with a prop_physics.
Quote from Groxkiller585 on May 22, 2012, 7:13 pmFelixGriffin wrote:New, related question now.How do I specify that when a prop is painted, it should switch to a particular skin? I've seen the Bumbleball do it with a prop_physics.
it prolly uses OnPainted, but idk how it knows which skin to use, unless one of 3 conditions are in place:
A. there's only one gel type in the room and thus paints that.
B. the gels are bombs and he uses triggers to detect which type of bomb it is.or C. prop_physics_paintable has some kind of detect-what-gel-i'm-covered-in I/O.
How do I specify that when a prop is painted, it should switch to a particular skin? I've seen the Bumbleball do it with a prop_physics.
it prolly uses OnPainted, but idk how it knows which skin to use, unless one of 3 conditions are in place:
A. there's only one gel type in the room and thus paints that.
B. the gels are bombs and he uses triggers to detect which type of bomb it is.
or C. prop_physics_paintable has some kind of detect-what-gel-i'm-covered-in I/O.

Quote from Thingy Person on May 24, 2012, 2:52 pmI've done a little test regarding the gels.
As you all know, paint Type 1 is the 'stick' gel, looks like conversion gel when painted on surfaces, and shows as orange when splattered on the player and on bridges. There is no blob texture.
Type 5 gel has the old purple texture from before the Peer Review DLC. Type 6 is violet. Neither of them have blob textures, and they crash the game if you step on them, shoot a portal at them or shine a laser at them.
Type 7 crashes my game if I even look at it. I can load a map if it's out of the player's view, but the instant it is rendered, boom. I don't know wether it's an issue with the gel or if it's simply because there is no type 7 gel.
Type 8 and up cycle back to gels in the default game but with a lot of missing textures and an oily color for when the player is coated.
I also noticed that there is now a texture for conversion gel on hard light bridges. Before the DLC, propulsion gel would display as repulsion gel and IIRC conversion gel wouldn't show up at all. The Art Therapy co-op course includes a sequence where you have to paint a light bridge with propulsion gel, but the conversion gel texture has no clear purpose. Sadly, it does nothing; my portals are shot through the bridge, as usual.
By the way, I gave the stick gel a conversion gel blob texture by copying materials/paintblobs/blob_surface_portal.vmt from portal2/pak01_dir.vpk and putting it in the loose directory as blob_surface_stick.vmt. I don't know where the other textures for the paint are.
I've done a little test regarding the gels.
As you all know, paint Type 1 is the 'stick' gel, looks like conversion gel when painted on surfaces, and shows as orange when splattered on the player and on bridges. There is no blob texture.
Type 5 gel has the old purple texture from before the Peer Review DLC. Type 6 is violet. Neither of them have blob textures, and they crash the game if you step on them, shoot a portal at them or shine a laser at them.
Type 7 crashes my game if I even look at it. I can load a map if it's out of the player's view, but the instant it is rendered, boom. I don't know wether it's an issue with the gel or if it's simply because there is no type 7 gel.
Type 8 and up cycle back to gels in the default game but with a lot of missing textures and an oily color for when the player is coated.
I also noticed that there is now a texture for conversion gel on hard light bridges. Before the DLC, propulsion gel would display as repulsion gel and IIRC conversion gel wouldn't show up at all. The Art Therapy co-op course includes a sequence where you have to paint a light bridge with propulsion gel, but the conversion gel texture has no clear purpose. Sadly, it does nothing; my portals are shot through the bridge, as usual.
By the way, I gave the stick gel a conversion gel blob texture by copying materials/paintblobs/blob_surface_portal.vmt from portal2/pak01_dir.vpk and putting it in the loose directory as blob_surface_stick.vmt. I don't know where the other textures for the paint are.
Quote from FelixGriffin on May 24, 2012, 4:33 pmThe rest of those glitch because they're caused by buffer overflows.
Someone else explained it on here before, but I don't know where their post is.
Imagine that you have a sheet of 1cm lined paper, each line being a gel. You could make a table:
Blue - Bounce - No Portal
White - Reflect - No Portal
Orange - Speed - No Portal
White - None - Portal
Clear - None - No PortalAnd to look up a gel you go down from the top that many cm.
But what if I requested Gel #500? You would go down the page five meters and examine a stain on the table to see if it looks more like the word "No Portal" or "Portal". That's what the computer's doing here, in essence. Just on a smaller scale. It's reading an element in an array that's actually something else entirely.
The rest of those glitch because they're caused by buffer overflows.
Someone else explained it on here before, but I don't know where their post is.
Imagine that you have a sheet of 1cm lined paper, each line being a gel. You could make a table:
- Blue - Bounce - No Portal
White - Reflect - No Portal
Orange - Speed - No Portal
White - None - Portal
Clear - None - No Portal
And to look up a gel you go down from the top that many cm.
But what if I requested Gel #500? You would go down the page five meters and examine a stain on the table to see if it looks more like the word "No Portal" or "Portal". That's what the computer's doing here, in essence. Just on a smaller scale. It's reading an element in an array that's actually something else entirely.

Quote from BenVlodgi on May 29, 2012, 4:47 pmI actually had a long conversation with one of the guys who made TAG, and then was hired by Valve.
we talked about the problems with sticky and reflective gel
reflection gel was going to be something new for DLC1, but after a week of toying with it they moved on, it didn't work as well as they thought... it actually was going to reflect things like tbeams, and light bridges
as for sticky gel, you can expect to never see that getting shipped. it was abandoned because of how buggy it was, and people got sick play testing. right now if they did want to ship it, they would have to completely rebuild the code for it due to many engine changes they made after they stopped developing it
I actually had a long conversation with one of the guys who made TAG, and then was hired by Valve.
we talked about the problems with sticky and reflective gel
reflection gel was going to be something new for DLC1, but after a week of toying with it they moved on, it didn't work as well as they thought... it actually was going to reflect things like tbeams, and light bridges
as for sticky gel, you can expect to never see that getting shipped. it was abandoned because of how buggy it was, and people got sick play testing. right now if they did want to ship it, they would have to completely rebuild the code for it due to many engine changes they made after they stopped developing it
Quote from sicklebrick on November 11, 2013, 1:02 pmAny chance you could put me in contact with this person Ben?
I've been disassembling the game trying to re-enable this and have had at least a little success getting the actual paint to work again (rather than faking it with I/O and scripts). There's definitely still a fair amount of sticky gel, and sticking related functionality and code left in the game, such as:
-a section that debugs contact points between the player and any paint they might be touching, including the paint types, surface normals, relative velocities, etc. Don't know how you're supposed to enable this from the console, but it can be forced to display with developer >= 1;
- m_Up vector still rotates the cam to whichever angle you're want to stick to
- m_StickNormal and m_OldStickNormal are still functional, allowing the player to walk and jump on any surface normally
(both from cl_dumpplayer 1)
-Player.EnterStickPaint style events
-Almost all movement types, cube carrying, cam rerotation (after portalling) functions etc honour the rotated up vector.
-The vector normal of the sticky paint the player is standing inWhile various parts have been masked/half removed like :
-paint_powerstate for the paint debug function's paint_power_to_string() function just calls both speed gel and sticky gel "speed gel" though it knows the difference
-weapon_paintgun and the semi-valid spraycan entity
-sticky paint vector normal isn't visble with other stats.I'd just be really interested to know precisely how/where it was actually supposed to work, and how much code actually remains.
I.e. Did they conditionally compile it all out, or is there a var/const somewhere in there that I could use to enable normal functionality.
(There doesn't seem even to be any undocumented key pairs or anything that would be of use)Le vid:
9Zj6IR_9fL4
Any chance you could put me in contact with this person Ben?
I've been disassembling the game trying to re-enable this and have had at least a little success getting the actual paint to work again (rather than faking it with I/O and scripts). There's definitely still a fair amount of sticky gel, and sticking related functionality and code left in the game, such as:
-a section that debugs contact points between the player and any paint they might be touching, including the paint types, surface normals, relative velocities, etc. Don't know how you're supposed to enable this from the console, but it can be forced to display with developer >= 1;
- m_Up vector still rotates the cam to whichever angle you're want to stick to
- m_StickNormal and m_OldStickNormal are still functional, allowing the player to walk and jump on any surface normally
(both from cl_dumpplayer 1)
-Player.EnterStickPaint style events
-Almost all movement types, cube carrying, cam rerotation (after portalling) functions etc honour the rotated up vector.
-The vector normal of the sticky paint the player is standing in
While various parts have been masked/half removed like :
-paint_powerstate for the paint debug function's paint_power_to_string() function just calls both speed gel and sticky gel "speed gel" though it knows the difference
-weapon_paintgun and the semi-valid spraycan entity
-sticky paint vector normal isn't visble with other stats.
I'd just be really interested to know precisely how/where it was actually supposed to work, and how much code actually remains.
I.e. Did they conditionally compile it all out, or is there a var/const somewhere in there that I could use to enable normal functionality.
(There doesn't seem even to be any undocumented key pairs or anything that would be of use)
Le vid:
9Zj6IR_9fL4

Quote from BenVlodgi on November 19, 2013, 12:30 amindeed I can.
he did say that they completely removed all the old code, however looking at your recent success I would say that they left something
indeed I can.
he did say that they completely removed all the old code, however looking at your recent success I would say that they left something