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Gel...From Scratch!

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I had been hoping to release this on Portal 2's birthday, but I've been trying every screen recorded I can find to get rid of this annoying audio lag, and still haven't managed it. Sorry, until I can find one there won't be videos, but I can give you screenshots.

Here at Aperture, we're supposed to do all out science from scratch, right? But how many maps are there here based on light bridges, lasers, excursion funnels...and how many of those things were made from scratch? NONE! This is unacceptable, you're all fired! Okay, writing like Cave Johnson is hard, so stopping with that...

Anyway, I wated to see how far I could get in redesigning the gel system using some bits of the Directed Design Experiments Blobulator left in the code and some hacky VScripts. At the moment I've built Glue Gel (a type of Adhesion Gel that dries very quickly, leaving anything it hit firmly stuck in place until it's washed off), Reepblue's High-Energy Gel (a bluish-green gel that zaps anything that touches it), and in less than 30 minutes of work on top of my framework, a new type of gel called Useless Very Shiny Gel. I'm currently working on a better form of Adhesion Gel and a strange thing called Sentience Gel--it has very high surface tension, so it's difficult to break up the blobs, and they do interesting things to different types of cubes.

Implemented:

  • Splatters while falling
  • Splatters on ground
  • Detecting normal from nearest surface
  • Effects on players, cubes, turrets, or anything else by classname
  • Full cubemaps and phong on materials
  • Gel bomb effect when hitting ground

Things to fix:

  • Very expensive to have many types on-screen at once
  • Makes "crack" noise every time a blob breaks
  • Non-water info_paint_sprayer gels don't erase new gels
  • These don't erase info_paint_sprayer gels

I'm currently working on a full type of Adhesion Gel that will allow you to bind cubes together into whatever ridiculous shapes you want. Walking on walls is out for now until someone finds a way to make the rotation smooth enough--Sickle's Prey map came close, but was still glitchy.

Screenshots!
http://steamcommunity.com/sharedfiles/f ... =142679683
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http://steamcommunity.com/sharedfiles/f ... =142679592
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http://steamcommunity.com/sharedfiles/f ... =142679190
http://steamcommunity.com/sharedfiles/f ... =142679120
http://steamcommunity.com/sharedfiles/f ... =142679108
http://steamcommunity.com/sharedfiles/f ... =142679220
http://steamcommunity.com/sharedfiles/f ... =135895327
http://steamcommunity.com/sharedfiles/f ... =135270868
http://steamcommunity.com/sharedfiles/f ... =134922042
http://steamcommunity.com/sharedfiles/f ... =134921428

EDIT: At last, a video! Newer versions of the working gels will be in my Hammer Notepads.

youtube.com/watch?v=tWlEyD3cNFg

Falsi sumus crusto!

This is awesome Felix! Congratulations for these experiments so far! :notworthy: I love that useless gel's cubemaps!

Btw, I like that bulky shape of the gels on the floor! it's great :D But, how does it look like in the walls? can walls be painted too?

Also, this is a very funny picture :lol:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

That's actually quite amazing. What are you using those for?

Thanks!

At the moment nothing, since they're pretty expensive. I'm working on fixing that.

They do stick to walls, and even corners. I used the Velocity Repulse From World init with a negative value to make them pull toward surfaces, then Collision Via Traces to make them stay there.

Falsi sumus crusto!

Wow! That's really cool! As said, I love how the gel looks on a surface. Also, would it be possible to create a gel that would splat on fizzlers and toxic pits and allow you to walk over it?

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

The gel looks like it isn't just a texture but a lively model that whabbles around. Does it has a collision or something? Or what is happening there?

Also how did you painted the turret and cube? Do we have to create new textures for them to match the color of the gel or does it work dynamic? What about the splash effect when the gel hits the player?

Anyway, nice work and i'm looking forward to the final release! I'll totally try out some ideas I already have for years :lol: .

CamBen: Yes, probably. I'll try that, it would be a good use for the Useless Shiny Gel.

Sprowl: It's a combination of three particle effects. One is played while it's in the air, one when it hits the ground, and one for the splatter on the ground. The collision model is currently just a simple sphere inside the particles, although I could change that.

I made new textures for the turret and the cube, although that's in the script file for the individual gel (using SetModel on them). I could also switch them to a generic white gelled model and then use rendercolor, I'll see if I can get that to work.

Falsi sumus crusto!
FelixGriffin wrote:
I had been hoping to release this on Portal 2's birthday, but I've been trying every screen recorded I can find to get rid of this annoying audio lag, and still haven't managed it. Sorry, until I can find one there won't be videos, but I can give you screenshots.

Can't you just record a demo and then export it using console commands?

Wow, really Great. I allways loved the Gels in Portal 2, they are my favorite testelement. And especially the Sticky Gel os the one I'm waiting most fore, since i loved it in TAG an where very sad it wasn't include in Portal 2. Great, I hope you can release it soon, but take the whole time you need to get it work correctly.

I would use the Shiny Gel like the purple one in "Aperture Ireland", it changed toxic water to swimable water, thi would be interesting. or like CamBen said, to walk about it, would be good, too. But i think you may should recolor it. It looks similar to water, i think.Hm... orange, Blue, Green, purple, gray... Why don't you use yellow, i think it would fit to the colors of the oter Gels^^
And it looks strange on the ground, may you could make it look like the normal gels, but this is something you should decide. iF like it so more, ts also ok :)

short question:
Will Ben be able to add it to his BeeMod? that would be the greatest thing ever, because I'm not so good in hammer at the momennt. Anayway, if not, you'll be sure able to pack them with packrat, or?

Flo2912 wrote:
I would use the Shiny Gel like the purple one in "Aperture Ireland", it changed toxic water to swimable water, thi would be interesting. or like CamBen said, to walk about it, would be good, too. But i think you may should recolor it. It looks similar to water, i think.Hm... orange, Blue, Green, purple, gray... Why don't you use yellow, i think it would fit to the colors of the oter Gels^^

my original idea (Before this thread) for the gel was gold colored, but after thinking a bit (still before thread) I think gold would be better for a gel that makes cubes and other objects unfizzleable, or something invincible in some way.

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