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Concept for Red and Green Fizzlers

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I've recently came up with an idea for green laser fields, it works well it is just a re-texture of the original red laser field with a non visible portal cleanser.

Since then I played portal unity and prelude, I discovered they they had used green fizzlers(allowed physics objects to pass but still cleansed portals) already.

Since this I have been inspired to change the idea of Green Lasers to Red fizzler, and implement green fizzlers as they were. The green lasers looked kind of friendly so I thought something that causes death should be red, and well it already fizzles so I decided this was a better idea.

So, onto my problem.

It seems the re-texturing of fizzlers is not as easy as the re-texturing of lasers. Although I would be grateful if someone could do this for me, I would rather someone could make a walk-through or video tutorial of what the differences are between the two textures and how to re-texture them successfully. I appreciate that the latter would be quite time consuming compared to just doing the re-textures, and although my want is greater for the explanation, my appreciation for either would be equal.

Thanks in advance.

Tank

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Tank420 wrote:
Since this I have been inspired to change the idea of Green Lasers to Red fizzler, and implement green fizzlers as they were. The green lasers looked kind of friendly so I thought something that causes death should be red, and well it already fizzles so I decided this was a better idea.

Good idea, a red death fizzler, but that might well be why it already exists. Check lpfreaky90's Death Fizzlers, they ought to be around here somewhere. Quite a few people use them.

In fact, here they are.

Sorry for the bad(-ish) news. Most fizzler retextures already exist. ;)

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

This guy here is working on cube-color-specific fizzlers: mapping-help/searching-a-new-team-for-mod-t6635.html

Omni and I have green fizzler-like things which act as walls for physics objects but not the player, and FourthReaper uses them for surface division fields.

Falsi sumus crusto!

FourthReaper has a nice collection of fizzlers and I've got deathfizzlers you can use if you like: Lp's Fizzlers

and i've just found this too https://developer.valvesoftware.com/wiki/Modified_Fizzler_Fields i hadn't thought of just using a different texture.

i still don't understand why i'm having the trouble i am re-texturing the fizzler texture.

I spose this is the problem isn't it, i'm really quite new to hammer, i had to get a peti file and backwards engineer it to understand hammer, so i can't imagine i'm gonna come up with anything new

Are there already space levels out there, cos i made one of them and thought myself originalish

p.s. i heard there was something i could do to advertise my maps or something, like a hash tag or something, whats the deal?

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Tank420 wrote:
Are there already space levels out there, cos i made one of them and thought myself originalish

p.s. i heard there was something i could do to advertise my maps or something, like a hash tag or something, whats the deal?

theres a thread about posting your pti maps.
And yes there are many levels about space out there. I'm currently making many.

Tank420 wrote:
and i've just found this too https://developer.valvesoftware.com/wiki/Modified_Fizzler_Fields i hadn't thought of just using a different texture.

i still don't understand why i'm having the trouble i am re-texturing the fizzler texture.

You need to edit the vmt, just mess around with the values and you'll see what you end up with.

Tank420 wrote:
I spose this is the problem isn't it, i'm really quite new to hammer, i had to get a peti file and backwards engineer it to understand hammer, so i can't imagine i'm gonna come up with anything new

Try using a normal tutorial for hammer first, that's much better then reverse engineering PTI maps, PTI things are often a lot more complex because of the flexibility they require in the PTI. You can also try my tutorial, though it's not complete yet it is a good basis: mapping-help/clean-mapping-guide-t5819.html.

Tank420 wrote:
Are there already space levels out there, cos i made one of them and thought myself originalish

No, and if it's your first map I highly recommend doing a normal map first before doing new stuff. New stuff often requires very good knowledge of hammer.

Tank420 wrote:
p.s. i heard there was something i could do to advertise my maps or something, like a hash tag or something, whats the deal?

You can upload your map here,
You can add your map to the workshop,
You can add your workshop map to the promote your workshop map here thread,
You can add images from your work in progress map in the map showcasing thread, just to name a couple possibilities :)

Lpfreaky90 wrote:
You need to edit the vmt, just mess around with the values and you'll see what you end up with.

Yeah i did this and didn't get anywhere for some reason, i'll try it again, i did take a look at yours which confirmed my suspicion that it was just the edit to the vmt

Lpfreaky90 wrote:
Try using a normal tutorial for hammer first, that's much better then reverse engineering PTI maps, PTI things are often a lot more complex because of the flexibility they require in the PTI. You can also try my tutorial, though it's not complete yet it is a good basis: mapping-help/clean-mapping-guide-t5819.html.

I should of perhaps been more specific with this, the tutorials originally made no sense to me but once i was able to backwards engineer one, the tutorials became clearer, and thanks for the link.

Lpfreaky90 wrote:
No, and if it's your first map I highly recommend doing a normal map first before doing new stuff. New stuff often requires very good knowledge of hammer.

It was my first map, which i originally made in PeTI, loaded this into hammer and fiddled with it till i understood most of how it all worked, then, built a space box around it and released it, it's not bad, it's doing pretty well in the weekly thing on the workshop. However i'm not happy with the 'endless space' and i'm thinking of revamping it with a sphere around the outside or a world portal device thing.
Recycled Stuff - Space Edit
Then using the methods employed in the creation of the PeTI maps i rebuilt from scratch using the instances from the p2editor folder for objects, in hammer, also made some major updates like adding a lot of white walls and a ninja route, however this was not a space edit, and my building methods aren't as block crazy as the PeTI editor. But after looking at your tutorial, i realise i haven't been as creative as i could of been with the wall textures, tbh it just didn't really occur to me to vary it, much, noted for the future and perhaps the next update of it.
Recycled Stuff v2.3

Lpfreaky90 wrote:
You can upload your map here,
You can add your map to the workshop,
You can add your workshop map to the promote your workshop map here thread,
You can add images from your work in progress map in the map showcasing thread, just to name a couple possibilities :)

Cool, Thanks

oh and here's how the abandoned green lasers looked
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does the turret have a yellow eye?

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
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